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*Pathfinder & Starfinder
WotC desperately needs to learn from Paizo and Privateer Press
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5042306" data-attributes="member: 19675"><p>2 words: Bigger base.</p><p></p><p>There are more gamers now than ever. Perhaps in that time period, DMs tended to be the more creative (and probably more widely read) types who yearned to world-build and design. (That would at least conform to my personal observations over 30+ years in the hobby, and it seems to accurately describe many, if not all, of the more respected RPG designers.) On average, those DMs probably didn't need much fluff to inspire them- they were looking for critters to conform to their pre-conceived notions about what monsters fit their adventure/campaign ideas.</p><p></p><p>Today, you're probably seeing more DMs who are in that position because someone in the group has to do it. There's more need for creative "training wheels" for those DMs to get a feel for the process & responsibility of running a game from the lonesome side of the screen.</p><p></p><p>That said, even though I've been GMing various systems since 1980 or so (about 3 years after finding the hobby), I still think that good, well-written fluff can be a launching pad for the imagination for any DM. An ecology, a personality, a social interaction common a creature may inspire a campaign. It could also trigger a connection to OTHER things in your brain so that you re-write the fluff. That's how I came to design Cyberman/Dalek-esque Warforged into a homebrew.</p><p></p><p>Of course, ANYTHING that catches the imagination can inspire me to write something for a game- music, art, science. See my sig for my favorite thread: its as full of ideas as a black monolith is full of stars.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5042306, member: 19675"] 2 words: Bigger base. There are more gamers now than ever. Perhaps in that time period, DMs tended to be the more creative (and probably more widely read) types who yearned to world-build and design. (That would at least conform to my personal observations over 30+ years in the hobby, and it seems to accurately describe many, if not all, of the more respected RPG designers.) On average, those DMs probably didn't need much fluff to inspire them- they were looking for critters to conform to their pre-conceived notions about what monsters fit their adventure/campaign ideas. Today, you're probably seeing more DMs who are in that position because someone in the group has to do it. There's more need for creative "training wheels" for those DMs to get a feel for the process & responsibility of running a game from the lonesome side of the screen. That said, even though I've been GMing various systems since 1980 or so (about 3 years after finding the hobby), I still think that good, well-written fluff can be a launching pad for the imagination for any DM. An ecology, a personality, a social interaction common a creature may inspire a campaign. It could also trigger a connection to OTHER things in your brain so that you re-write the fluff. That's how I came to design Cyberman/Dalek-esque Warforged into a homebrew. Of course, ANYTHING that catches the imagination can inspire me to write something for a game- music, art, science. See my sig for my favorite thread: its as full of ideas as a black monolith is full of stars. [/QUOTE]
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