What I'd like...

jason.durall at milliman.com jason.durall at milliman.com
Thu Feb 11 16:03:19 PST 1999


I've never heard of a game developer asking what products the fans would
like to see, but I'm game for it...

I heartily agree with the "one book" notion about the magical traditions - unless
you can come up with a bunch of them at once and make them cheap enough
to afford buying the lot, the "one tradition every three to six months" release
schedule which has been the industry norm creates a "have to wait until they
all come out" or a "everyone wants to be a _____ cause their sourcebook was
out first" mentality (in my experience). Chaosium, wisely, chose to do the Major Arcana (for Nephilim) as a single sourcebook, as opposed to the 26(!) books they were talking about at one point.

I also like the idea of a fictional city for all the cool stuff to be happening in. It works well in super-hero games and other genre works, and would free the
writer/designer from having to detail all the boring stuff just to be complete. 

Adventures, adventures, adventures! One-shots, mini-campaigns, etc. are all
welcome. Many of us use these as models for creating adventures of our own,
or just want a wide range of painless "plug and play" scenarios for playing at
the drop of a hat (and these are especially useful for new games and systems,
so player-groups can try it out without the GM committing to a game writeup). Some of us, alas, are always called on to GM but have little time to write up
adventures and campaigns. 

I have very little interest in a mega-campaign book with game-wide repercussions, unless done in the Chaosium "Call of Cthlulhu" mold (where one campaign can
very well end in the world being destroyed - but you can always start over with
a different group of characters and a fresh campaign). Personally, I'd prefer it
if every major sourcebook/campaign/adventure collection viewed the material
presented in the rulebook as the starting point. If events in a major campaign setting fundamentally end with the UA world being altered, don't force GMs to
have to buy Book X just to know why things are different in Book Y. 

"Grand Secrets" sounds like it could be fun - a catch-all of unrelated or otherwise
interesting but not central stuff. I'd certainly buy this. If anything, this seems like
good chapbook material - short, cheap books about stuff which a GM might pick
up on a whim. These could be theme books, and each should provide a few good
ideas for adventures or at least some cool NPCs.

A novel... I'll pass, though I can understand the desire to write one (I think all
game designers want to write novels - and use game novels as a way of doing so). 

Hope the feedback helps!








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