Aurora 4x

Off Topic => Off Topic => Topic started by: Erik L on December 22, 2009, 10:39:47 PM

Title: Game Books
Post by: Erik L on December 22, 2009, 10:39:47 PM
When y'all are browsing through a game book in a store, what makes you decide to buy the book?

Assume that it is a system you have not tried, you have sufficient time to browse through a book, and the book is open (not shrinkwrapped or anything).
Title: Re: Game Books
Post by: boggo2300 on December 23, 2009, 08:54:16 PM
Interesting background, thats the big hook, thats what got me to gets me to start spending big

Matt
Title: Re: Game Books
Post by: Cassaralla on December 25, 2009, 05:40:13 AM
Background for me as well.  Has to be something interesting to get me to give a book more than a passing glance.
Title: Re: Game Books
Post by: Sotak246 on December 25, 2009, 07:17:03 PM
Pretty much the same thing for me as well.  A good background story will get me to buy a game even if I dont plan on ever playing it.  I collect several games that I dont play but love the storyline.

Mark
Title: Re: Game Books
Post by: Steve Walmsley on December 26, 2009, 07:11:51 AM
Another vote for background. This is probably why mediocre games set in well known backgrounds sell so well. If you can put a Star Wars or Star Trek label on a game you can almost guarantee a good seller, regardless of mechanics.

Steve
Title: Re: Game Books
Post by: ShadoCat on December 26, 2009, 04:47:58 PM
I like mechanics.  I have my own backgrounds and I look for or kit bash mechanics to implement my backgrounds.
Title: Re: Game Books
Post by: Steve Walmsley on December 26, 2009, 05:26:12 PM
Quote from: "ShadoCat"
I like mechanics.  I have my own backgrounds and I look for or kit bash mechanics to implement my backgrounds.
Good game mechanics are what keep me playing but background is what inspires me to read the mechanics in the first place :)

Steve
Title: Re: Game Books
Post by: Erik L on December 28, 2009, 04:45:43 PM
The game I've been working on most lately I'd planned to leave with no background or setting. Just the mechanics to let the GM fit into his/her own setting. I personally have always been like Shadocat, mechanics to bash into my own setting.

Now let me ask this.
If you come across a pair of books, one setting and one mechanics, how likely are you to take an in-depth look at either? Presuming that at least one of the books piques your interest.
Title: Re: Game Books
Post by: boggo2300 on December 28, 2009, 05:29:38 PM
(looks shamefacedly at my bookshelf of Battletech source and rulebooks) Yes,  I agree with Steve, the source material is what gets me in (I didnt even buy GURPS until Gurps:Traveller was released) but the rules are what keeps me playing.  And dedicated source books are like honey......


Matt
Title: Re: Game Books
Post by: Sotak246 on December 28, 2009, 07:47:23 PM
Like I mentioned earlier it is the background that gets me to buy the book, but a game with good mechanics will get me playing a game even if I bought it to read and not to play.

Mark
Title: Re: Game Books
Post by: ShadoCat on December 29, 2009, 12:03:46 AM
Quote from: "Erik Luken"
The game I've been working on most lately I'd planned to leave with no background or setting. Just the mechanics to let the GM fit into his/her own setting. I personally have always been like Shadocat, mechanics to bash into my own setting.

Unfortunately, I think that you and I are atypical.  I think the market out there leans toward backgrounds.  Just looking at the responses here in a forum that appeals to those who are predisposed to crunch over fluff, even this end of the bell curve prefers backgrounds.

Quote from: "Erik Luken"
Now let me ask this.
If you come across a pair of books, one setting and one mechanics, how likely are you to take an in-depth look at either? Presuming that at least one of the books piques your interest.

Jumping up and waving from the far end of the bell curve...  ...one lone vote for mechanics.
Title: Re: Game Books
Post by: Erik L on December 29, 2009, 01:18:27 PM
Some games are made by the setting, BattleTech and Traveller would not be the same without the Clans and Houses or the Spinward Marches.

I guess my goal is to create a system that a GM can put into his own setting, and as an adjunct create a setting for those who don't wish to, or don't have the time/skills/etc to do so.
Title: Re: Game Books
Post by: Hawkeye on December 29, 2009, 02:01:34 PM
I am with the majority too, I´m afraid, it´s all about background for me. I even got into BTech after reading the two first Stakpole books and finding an Ad for the boardgame on the last page of one of them  :)
The background so fascinated me, I ordered the game without knowing anything about it aside from those two novels.

I have lots of AD&D, Traveler, Shadowrun, Renegade Legion,... Sourcebooks without ever realy playing them, I just love to read about interresting settings.

Of course, there is also stuff like Full Thrust on one of my bookshelfs, which is pretty generic (and Aurora, obviously, which I have to create the background myself too)

I think there is a middleground here. I just mentioned Full Thrust. It has sort of a background, but it is very brief and realy just for flavor. A gamesystem without _any_ background will be a hard sell to most people, I belive.
Also, the gamesystem in Full Thrust is rather simple which helps one, to concentrate on creating the background for a campaign. If the rules are very complex, I have to do enough to get them streight, at least in the beginning, so I appretiate it, not to have do both at the same time (yes, I am primarily a single player guy nowadays)


Edit: I could swear your post wasn´t there when I started typing, Erik, because what you are describing is exactely the Full Thrust approach.
Title: Re: Game Books
Post by: boggo2300 on December 29, 2009, 04:18:05 PM
The generic's are a different kettle of fish, I started getting things like Full Thrust & VBAM, while looking for a replacement for Starfire, unfortunately, they just didnt sit right, and I could never get really into them, because.... no background to speak of.  Even Starfire I came into because of the Interstellar war material in the Steve Cole edition, but I also came from SFB looking for something less rules monstery.  

Im rambling a bit here, so back to the point,  The Background is what will hook me in, the rules are what will keep me, I'm not 100% sure it will work publishing them in completely separate books though, I'd suggest at least a page or 2 of background in the rules book as a suggested setting maybe.

It always helps I think for people to have some hooks available to start their own background (I'm stilll cribbing from GDW's twilight war and rebuild from Twilight 2000, 2300AD for my Aurora settings)

Sorry for the stream of conciousness in this post. I got a little sidetracked

Matt
Title: Re: Game Books
Post by: Erik L on December 29, 2009, 04:48:20 PM
Streams of consciousness are good :)

I guess my biggest complaint with integrated rules/background games is that the rules use the background, and excising the background to fit it into your own cuts the rules by too much. A prime example of this would be prestige classes from 3.x/4 D&D. They are meant to represent members of organizations. That is great and all, but if the organization does not exist in the game world, then the prestige class has no meaning.

As for the system I am working on, there probably will be some background material, but the bulk of the initial book will be rules. If nothing else, to explain/expand upon the races and some of the creatures presented in the bestiary section.
Title: Re: Game Books
Post by: Kurt on December 29, 2009, 06:14:21 PM
Quote from: "Erik Luken"
When y'all are browsing through a game book in a store, what makes you decide to buy the book?

Assume that it is a system you have not tried, you have sufficient time to browse through a book, and the book is open (not shrinkwrapped or anything).

For me, with a science fiction game, I'm almost always looking for something with ship/unit design rules and with good tech research rules.  After that, playability.  Background is good, and can be vital to keeping my interest, but if ship design and technology isn't done well, I lose interest quick.

For example, Traveller had an excellent background, and good ship design rules, but was cumbersome to play on any scale beyond ship-to-ship and the technology levels were pretty basic.  Full Thrust is simple to play, and has a basic background, but the ship design was way too simplistic and the tech stuff was rudimentary.  Still, it was fun to fight out simple battles in that system, but the simplistic ship design stuff turned me off.  

Really, Starfire had the best combination of medium to large scale playability, ship design, and technology of any game that I had experience with, which was why I kept coming back to it.  Some games were more playable, others had more complex (and probably realistic) ship design stuff, but none had the combination of things that Starfire had.  

Of course, I'm probably atypical, as I usually will evaluate a new system as to how it will help me develop my own background.  If that system comes with a background, I'll usually look at it more to see if I like it and can use the concepts more than anything else.  

Kurt
Title: Re: Game Books
Post by: ZimRathbone on December 30, 2009, 07:55:38 PM
Quote from: "Erik Luken"
When y'all are browsing through a game book in a store, what makes you decide to buy the book?

Assume that it is a system you have not tried, you have sufficient time to browse through a book, and the book is open (not shrinkwrapped or anything).

Background will generally get me to read the book, but the rules are probably the deciding factor  in actually buying it.  However, that said, much more important than either is personal recommendation  - if someone else I know likes a particular system I'm much more likely to buy it (thats how I got into SFB & Starfire) if only because that gives me potential opponents.  

I rarely start off with complex rule sets, I might grow into them but its usually not a selling point for me.  I started with SFB way back in the days of the Designers Edition before the ziplock expansions, when it was often possible to throw together a game or two after a night at the pub (or the CompSci Labs), before all the complexities of the later editions. I no longer play it partly due to lack of opponents & time, and partly due to the fact that I lost the rulebook a few years ago (last seen in an  orange VMS operating system folder somewhere in Sydney!), and cant work up the enthusiasm to buy a new one.
Title: Re: Game Books
Post by: procyon on January 01, 2010, 03:20:29 AM
I guess that I am in the minority, I buy a game for the mechanics.  The less story the better for me.  That is why I enjoyed the baggy Starfire so much.  Great rules, little fluff.  You could take it where you wanted.  
I guess when it comes down to it I want to write the story.  I just want a good frame to hang it on.
Title: Re: Game Books
Post by: Erik L on January 01, 2010, 09:12:49 PM
What I will most likely do for this is have a chapter towards the end of the book which details the "official" setting, and then have a supplement which expands it out more.
Title: Re: Game Books
Post by: ShadoCat on January 03, 2010, 04:10:20 PM
Quote from: "Erik Luken"
What I will most likely do for this is have a chapter towards the end of the book which details the "official" setting, and then have a supplement which expands it out more.

I would suggest a chapter at the front about the setting.  Better yet, a fiction piece set in the official setting.  Then put details in the back.  That should get both the fluff puppies and the crunchsters.
Title: Re: Game Books
Post by: Erik L on January 03, 2010, 07:47:21 PM
Quote from: "ShadoCat"
Quote from: "Erik Luken"
What I will most likely do for this is have a chapter towards the end of the book which details the "official" setting, and then have a supplement which expands it out more.

I would suggest a chapter at the front about the setting.  Better yet, a fiction piece set in the official setting.  Then put details in the back.  That should get both the fluff puppies and the crunchsters.

That's an idea. Right now the material is very rules heavy. I think there is only 3 or 4 sidebars. I want (in addition to other stuff) a blow by blow example of combat.

If anyone is interested in playtesting, or just providing feedback, let me know and I can drop you a copy (PDF format).
Title: Re: Game Books
Post by: boggo2300 on January 03, 2010, 08:00:05 PM
I agree with Jeff

A nice fiction piece to start it off, then some details of your "official setting" in a chapter at the back.

Blow by Blow combat descriptions are always very helpful as well.

Matt
Title: Re: Game Books
Post by: Erik L on January 04, 2010, 04:48:00 PM
Just a teaser of the map I'm planning on using. Generated with Fractal Terrains. (awesome program by the way).
[attachment=0:1vghckd6]A000000.jpg[/attachment:1vghckd6]
Highest peak is just under 31,000 ft with a temperature of -76.6F.
Not sure of the lowest oceanic trench, but the hottest area is in the 125-130F range.