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Why DO Other Games Sell Less?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 2990296" data-attributes="member: 1165"><p>It's like Microsoft (in a good way). Everyone who knows even a tiny bit about computers in the US is familiar with Microsoft. Someone who has just been introduced to computers isn't likely to use Linux, no matter what you tell them - they might never have heard of it. More experienced users are more likely to switch.</p><p></p><p>I've played a few Sci-Fi games and have simply never found them satisfactory. Alternity probably did it best - decent campaign settings that were big enough that you could ignore what you didn't like, and minimal tech creep, but concepts you rarely used in a more modern game (eg spaceship combat) still had big issues. I even had issues with D20 Star Wars and D20 Future (huge issues with the latter). The inability to predict technology, or the overuse of it (eg Star Trek) is a big problem. A Firefly-like setting might work; the amount of high tech is so low that FTL travel might not exist, no one uses ray guns, and you can use a ship without weapons. The ship becomes a plot device. Good! (IMO.)</p><p></p><p>Modern is a bit easier, but adventures are either harder to write than fantasy adventures (and the market is too splintered to make adventure writing all that profitable), or are goofy Urban Arcana-style things. I actually find it easier to take Shadowrun adventures and move them into the modern era or convert Alternity Dark Matter adventures rather than try to turn Urban Arcana adventures into anything that makes sense.</p><p></p><p>Fantasy is even easier. DnD is close enough to Tolkien (and everyone has heard of wizards, elves and dwarves) that many people come to it with some degree of comfort. Writing adventures is relatively easy beyond the rules - anyone who knows the basic plot of Lord of the Rings or a few other fantasy novels knows what they're getting into. The range of campaign types is broad enough to satisfy a large number of players and GMs.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 2990296, member: 1165"] It's like Microsoft (in a good way). Everyone who knows even a tiny bit about computers in the US is familiar with Microsoft. Someone who has just been introduced to computers isn't likely to use Linux, no matter what you tell them - they might never have heard of it. More experienced users are more likely to switch. I've played a few Sci-Fi games and have simply never found them satisfactory. Alternity probably did it best - decent campaign settings that were big enough that you could ignore what you didn't like, and minimal tech creep, but concepts you rarely used in a more modern game (eg spaceship combat) still had big issues. I even had issues with D20 Star Wars and D20 Future (huge issues with the latter). The inability to predict technology, or the overuse of it (eg Star Trek) is a big problem. A Firefly-like setting might work; the amount of high tech is so low that FTL travel might not exist, no one uses ray guns, and you can use a ship without weapons. The ship becomes a plot device. Good! (IMO.) Modern is a bit easier, but adventures are either harder to write than fantasy adventures (and the market is too splintered to make adventure writing all that profitable), or are goofy Urban Arcana-style things. I actually find it easier to take Shadowrun adventures and move them into the modern era or convert Alternity Dark Matter adventures rather than try to turn Urban Arcana adventures into anything that makes sense. Fantasy is even easier. DnD is close enough to Tolkien (and everyone has heard of wizards, elves and dwarves) that many people come to it with some degree of comfort. Writing adventures is relatively easy beyond the rules - anyone who knows the basic plot of Lord of the Rings or a few other fantasy novels knows what they're getting into. The range of campaign types is broad enough to satisfy a large number of players and GMs. [/QUOTE]
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