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General Tabletop Discussion
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Worlds of Design: Story vs. Gameplay
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<blockquote data-quote="MGibster" data-source="post: 9801432" data-attributes="member: 4534"><p>That's pretty much true of entertainment across the board. How many publishers here in the United States didn't think Harry Potter would sell to American children? Why does Disney think anyone wants more Tron movies? Why did Nightlife fade into obscurity while Vampire the Masquerade hit it big just a year later? You're right, if they knew the secret to kicking out bangers there wouldn't be any flops. </p><p></p><p>While I favor putting precedence into mechanics, that doesn't mean story isn't important. I don't care how good the mechanics of <em>Thirsty Sword Lesbians </em>is because I'm not at all interested in the subject matter. Romance? Gross! No, thank you. So you're right, as far as success goes, it really does depend. Rifts has horrible rules but it did fairly well in the 1990s.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9801432, member: 4534"] That's pretty much true of entertainment across the board. How many publishers here in the United States didn't think Harry Potter would sell to American children? Why does Disney think anyone wants more Tron movies? Why did Nightlife fade into obscurity while Vampire the Masquerade hit it big just a year later? You're right, if they knew the secret to kicking out bangers there wouldn't be any flops. While I favor putting precedence into mechanics, that doesn't mean story isn't important. I don't care how good the mechanics of [I]Thirsty Sword Lesbians [/I]is because I'm not at all interested in the subject matter. Romance? Gross! No, thank you. So you're right, as far as success goes, it really does depend. Rifts has horrible rules but it did fairly well in the 1990s. [/QUOTE]
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Worlds of Design: Story vs. Gameplay
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