"If you’re not playing what you’re publishing, if you’re not loving what you’re creating, and if you don’t really care about the enjoyment of the end users, your customers will see right through you and you will fail."
I think the important bit is to love what you're creating it. Playing what you created and enjoying it may be a manifestation, but I call bull on the frequent catechism that makes it the main one.
I think due to the nature of roleplaying, certain content ideas work better than others, especially when pushed through the lens of a given set of rules, and you can see in games where groups consistently ignore, or make use of, different elements based on how well they can apply them in actual play.
The world is full of neat ideas. Not all are necessarily good for roleplaying with- and playing is where you can check yourself in what you're selling.
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-- Ben
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I think the important bit is to love what you're creating it. Playing what you created and enjoying it may be a manifestation, but I call bull on the frequent catechism that makes it the main one.
Reply
I think due to the nature of roleplaying, certain content ideas work better than others, especially when pushed through the lens of a given set of rules, and you can see in games where groups consistently ignore, or make use of, different elements based on how well they can apply them in actual play.
The world is full of neat ideas. Not all are necessarily good for roleplaying with- and playing is where you can check yourself in what you're selling.
Reply
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