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Worlds of Design: Quality vs. Quantity of RPG Play
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<blockquote data-quote="schneeland" data-source="post: 8679690" data-attributes="member: 6900337"><p>There's a lot of games that I never actually play - some because I don't have a group or the time (or both), some because they are just inspiration, some because I lost interested while reading.</p><p>Among those that I play, the categories are probably roughly equivalent to what it is outlined in the article:</p><ul> <li data-xf-list-type="ul">Games that see only a couple of sessions (typically 1 or 2) are games that I played, but where I have no strong desire to continue (either because they deliver a very specific experience or because they simply weren't that great)</li> <li data-xf-list-type="ul">Games that I like but which work better for shorter games for me, typically see a lower, but steadily (if slowly) growing number of sessions (e.g. I mostly play DCC at conventions and though I like Broken Compass a lot, it has, so far, mostly been a system for smaller adventures)</li> <li data-xf-list-type="ul">Games that see about a dozen of sessions or so are those for which campaigns are either short of which didn't really work out well for campaign play or the group I played with (examples would be Dungeon World or The Sprawl).</li> <li data-xf-list-type="ul">Everything else is basically just infinite play - there are arguably still differences between systems that support a lot of mechanical progression and those which don't do that, but for me that doesn't really matter so much (it's been quite a while since I played in or ran a campaign that lasted longer than 2 years, and now that there are so many easily accessible games, I typically want to switch to something else after a campaign anyway).</li> </ul><p>So with regard to the last question in the article: I think there is indeed merit in evaluating how well systems (or adventures) manage to fulfill their intended purpose, and their respective quality is indeed not necessarily correlated with the amount of content they contain.</p><p></p><p>As for the poll: I don't know what to answer - I think my game time has at least a bimodal distribution <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="schneeland, post: 8679690, member: 6900337"] There's a lot of games that I never actually play - some because I don't have a group or the time (or both), some because they are just inspiration, some because I lost interested while reading. Among those that I play, the categories are probably roughly equivalent to what it is outlined in the article: [LIST] [*]Games that see only a couple of sessions (typically 1 or 2) are games that I played, but where I have no strong desire to continue (either because they deliver a very specific experience or because they simply weren't that great) [*]Games that I like but which work better for shorter games for me, typically see a lower, but steadily (if slowly) growing number of sessions (e.g. I mostly play DCC at conventions and though I like Broken Compass a lot, it has, so far, mostly been a system for smaller adventures) [*]Games that see about a dozen of sessions or so are those for which campaigns are either short of which didn't really work out well for campaign play or the group I played with (examples would be Dungeon World or The Sprawl). [*]Everything else is basically just infinite play - there are arguably still differences between systems that support a lot of mechanical progression and those which don't do that, but for me that doesn't really matter so much (it's been quite a while since I played in or ran a campaign that lasted longer than 2 years, and now that there are so many easily accessible games, I typically want to switch to something else after a campaign anyway). [/LIST] So with regard to the last question in the article: I think there is indeed merit in evaluating how well systems (or adventures) manage to fulfill their intended purpose, and their respective quality is indeed not necessarily correlated with the amount of content they contain. As for the poll: I don't know what to answer - I think my game time has at least a bimodal distribution :) [/QUOTE]
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