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General Tabletop Discussion
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Worlds of Design: Quality vs. Quantity of RPG Play
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<blockquote data-quote="Blue" data-source="post: 8679999" data-attributes="member: 20564"><p>Umm, no pattern?</p><p></p><p>We don't change systems very often. Sometimes someone has something new and offers a one-shot to test it out. So that's one time. At a later point do we go back? Maybe. Maybe not. Other times we'll leap into a campaign trusting the person who was offering to run that it is a good fit for us. Usually that's true, in which case it could be a six month campaign or a two year campaign - to pick out the last two times this happened - or something else. Or we could give it a good try and find we don't like the system. Plus the number of games that get pitched but don't ever get played - often just because there's something else more interesting, or people want to return to an old favorite. And if we do a superhero academy Fate Accelerated game, should I combine that count with sessions of the steampunk floating-island heist Fate Accelerated game since it's the same game rules, or is it a different game?</p><p></p><p>Really, the social dynamics of introducing a new roleplaying game to a group, combined with the one-shot vs. adventure vs. campaign levels of granularity that are very different, make this not something that really has a pattern in the groups I play with.</p></blockquote><p></p>
[QUOTE="Blue, post: 8679999, member: 20564"] Umm, no pattern? We don't change systems very often. Sometimes someone has something new and offers a one-shot to test it out. So that's one time. At a later point do we go back? Maybe. Maybe not. Other times we'll leap into a campaign trusting the person who was offering to run that it is a good fit for us. Usually that's true, in which case it could be a six month campaign or a two year campaign - to pick out the last two times this happened - or something else. Or we could give it a good try and find we don't like the system. Plus the number of games that get pitched but don't ever get played - often just because there's something else more interesting, or people want to return to an old favorite. And if we do a superhero academy Fate Accelerated game, should I combine that count with sessions of the steampunk floating-island heist Fate Accelerated game since it's the same game rules, or is it a different game? Really, the social dynamics of introducing a new roleplaying game to a group, combined with the one-shot vs. adventure vs. campaign levels of granularity that are very different, make this not something that really has a pattern in the groups I play with. [/QUOTE]
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