> Woodelf wrote:
> >Jim Butler wrote:
> >To be fair, I understand that there are a small number of gamers that
> >only want to see new rules systems; new ways to do things that are
> >better than the old ways. But that number of gamers is much smaller
by
> >comparison, and publishers are looking to where the consumers are
right
> >now.
> 
> actually, i was thinking of a 3rd sort of gamer which is, i suspect,
> much larger than the rules-tinkerers: those who are simply content to
> use a good-enough rules system, but don't happen to like D&D/D20.
> *those* are the ones for whom, i suspect, D20 has done nothing.

My gut tells me that these rules-tinkerers are either a.) a subset of
what I think are those looking for new rules systems, or b.)
non-purchasers that have been disenfranchised from any game system. If
either of these are true, they're the last people I'd want to try and
market my products to. 

> also, i was intending to contrast not rules-intensive D20 supplements
> vs. rules-intensive non-D20 supplements, but rules-intensive
> supplements [that just happen to be D20-based] vs. rules-light or
> rules-less supplements.  because the former are to some degree
> dependent on that rules content, requiring me to either ignore that
> portion of the content, or understand it well enough to use it as is
> or convert it to a system of my choice.  and, while the rules content
> could be completely superfluous (merely restating in mechanical form
> what is also present in the text), i've seen few or no RPG products
> where that is the case.  even in some of the best supplements of this
> sort (the many GURPS setting supplements), i often find that too much
> of the material is expressed in terms of mechanics, rather than
> narration, which is a frustrating extra step (decoding the foreign
> system, before instantiating it in my system of choice).  a
> supplement created from the gronud up to function without rules, or
> to be compatible with a large number of systems (TPO, Central
> Casting, just to name a couple) thus tends to be more usable no
> matter what system you use (one of the intended ones, or one the
> authors' never heard of).

I'd say that the reason you don't see more products that are rules-free
is because they don't sell. I know that when I go out to buy new gaming
products, I'm looking for things I can easily adapt into my game. I'm
not looking for something I'm going to have to put a huge amount of work
into (because I don't have the time to devote to it). I realize that I'm
not our typically consumer, but I know that if time and work wasn't an
issue there would be no reason for anyone to buy any manufacturer's
product; players and DMs would just create them on their own.

Good Gaming!
 
Jim Butler, President
Bastion Press, Inc.
http://www.bastionpress.com

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