Quote:
Originally Posted by zot
I think programmed adventures provide a couple important benefits for group play:
- They're one of the best ways for groups with no experience to start with TFT
- They require no prep; when I'm GMing, I usually create my adventures at the table but not everyone is comfortable with that. Even against on-the-fly GMing, they have the advantages of pre-statted NPCs, clearly thought-out forms (story line, character relationships, goals, etc.) and, importantly: they have been tested
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I want to add to ZOT's list of benefits, and restate the main features of the MicroQuest product format:
- A Ready-to-Play Adventure (for Group or Solo play; with or without a GM)
- A Reference and Rules Supplement
- An Accessory Expansion Pack
These 3 primary features not only provide the benefits ZOT listed above, but in addition to everything this product format offers, it also offers the publishing company the benefit of a relatively inexpensive tangible vehicle with which to keep a steady stream of new titles entering the market which keeps the entire product line relevant in terms of maintaining a *buzz* within the community; as well as the ability to interpolate the popular and current trends in settings, backgrounds, and themes as they manifest as demanded by the changing tastes of gamers; without necessarily coloring the core system.
Furthermore, this format allow the publisher a relatively low-risk tangible vehicle to work with and develop new authors and artists; and thereby establish a bull-pen of talent from which to pull for larger projects in the future; and without the greater commitment and risk which the big box, big book, or big module demands.
In short, there is a whole lot more happening outside and behind the MicroQuest product than just the specific programmed adventure contained inside the little cardboard box.
JK