Why We Fight

Dec 29, 2009 11:34

...and take stuff:

The conventional wisdom over on the SJ Games forums is that adventures don't sell, background material (worldbooks and such) sell OK, and rules sell very well. Basically, the more specific something is, the fewer people buy it. This annoys people who don't have the time or inclination to write their own settings and adventures. ( Read more... )

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notthebuddha December 29 2009, 19:01:22 UTC
It seems to me that you could follow in the wise of GURPS MYSTERIES and TRANSHUMAN MYSTERIES and leverage your adventure writing chops into other codified genre- or subgenre-specific adventure design books: GURPS REGENCY DRAMA, complete with 48 different gentlemen's dueling weapons, and 15 ways to marry well and still have time for the odd delve-and-dash.

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whswhs December 30 2009, 05:22:31 UTC
Don't forget to include the notes on fantastic regency drama variants. Naomi Novik's Temeraire novels have shown that this is a viable genre.

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