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#24 | ||
Join Date: May 2005
Location: Oz
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The evidence is in the e23 "What's Hot" list. Which I will link again: http://e23.sjgames.com/hot.cgi?lmt=1...-10-27&ord=qty
Quote:
And adventure is within a campaign scheme, and a campaign is within a setting, and a setting is within a genre, and a genre is only a fraction of the immensity of GURPS. Because GURPS covers a lot of genres, and each genre covers a lot of settings, and each setting covers a number of campaign schemes, each adventure is going to sell to only a fraction of a fraction of a fraction of a fraction of the GURPS market, and only to the GMs within that. Quote:
Adventures would be rain-makers. But most of the rain would fall in someone else's bucket. So writing adventures isn't an attractive prospect for writers. I have written adventures, some of them quite successful. I used to run events at games conventions, and I had a little reputation for doing a very good line in traditional, structured, face-to-face, over-the-table RPG adventures unlike the LARP and improv. theatre fare that tended to prevail. Such adventures are quite difficult to write. My last one took five months, required extensive feedback from a GMing group, and had to be playtested three times before it ran right. That's a lot of work to do for a measly few hundred bucks, which I could earn in a day as a consultant. Everyone wants to write the next Spaceships or Mysteries because they sold quite well (however, we recognise that we are not as good as David Pulver or Lisa J. Steele). Everyone wants to write a world book, because they are fun. Very few want to write adventures because they are difficult, not fun, and don't sell very well. SJ Games wants to publish them. But free-lance writers don't want to write them. A series of good adventures would be great for SJ Games, but not so good for the writers. |
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gurps revival |
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