Adept Press thoughts and projects for Sorcerer
The Magus:
Quote from: Ron Edwards on July 28, 2010, 07:23:17 AM
1. A new version of the core book which preserves all the original text, but includes extensive annotations from my current perspective. It might have new art and cover too.
At first I read this and thought "SELL OUT" as I'd often been told "It's all in the rulebook" but seriously, as someone who came to the indie scene somewhat late I'd welcome this. I was wondering though how this would mesh with the whole 'Play Sorcerer' project? What, Ron, do you foresee as the differences?
I think I would like something in the annotations that shows how the system allows the play to emerge, not just from this project but all RPGs. I was looking over an old copy of the 1e AD&D DMG. I was shocked at how little of it actually shows this link (actually you're left to figure it yourself).
I'm someone who doesn't RPG as much as I'd like. Consequently when I look at one of my many unplayed rulesets I don't automatically see how the mechanics influence actual play. I'd like to plead for all games designers to take that into account. My Actual Play experiences are limited and while I appreciate that part of learning anything involves making mistakes I'd like some assistance form the designer to minimize this.
Cheers
Piers
Finarvyn:
Quote from: Ron Edwards on August 12, 2010, 01:20:49 AM
I'm not trying to expand the audience in conceptual terms. I know perhaps more than any RPG publisher I ever met exactly who the primary audience for Sorcerer is: the role-player who is creatively frustrated without being able to articulate why, and the "why" is raw Narrativist priorities. Basically, the gamer I was in about 1992. I'm not trying to expand beyond that. I'm thinking about ways to bring the game forward to those who are already in the audience zone..
Ron, I know that you have a great sense as to what direction you want Sorcerer to go, but I think you're missing something here. I believe there is also an audience who would appreciate Sorcerer if only it was presented to them in the right way, and I think that expanding the audience would be beneficial to that demographic. I have some players who never felt the creative frustration you mention(or perhaps didn't realize they were experiencing it), but once they were led into Sorcerer they found that it was a great style for them. There must be many similar players without anyone to guide them, and ignoring that potential audience would be unfortunate because it would limit the expansion of the game unnaturally. (Just my opinion.)
Quote from: James_Nostack on August 13, 2010, 07:38:14 PM
A Fool and His Money
* T-shirts. Maybe posters.
* That cool coin-as-business-card the guy had at GenCon.
* Little plastic/hard-rubber demon creatures. Dear lord.
Not so sure about the little demon creatures but I would like to see an expansion of the product line, particularly in the t-shirt area. I don't think you want to "sell out" to commercialism, but t-shirts are a fantastic advertisement for a game and may attract players who have no idea what they are missing.
jburneko:
Quote from: Finarvyn on August 28, 2010, 05:47:05 PM
Ron, I know that you have a great sense as to what direction you want Sorcerer to go, but I think you're missing something here. I believe there is also an audience who would appreciate Sorcerer if only it was presented to them in the right way, and I think that expanding the audience would be beneficial to that demographic.
For what it's worth, I completely agree with you. However, I also believe that this is sort of where the work of myself and Christopher Kubasik come in. Christopher is still working on Play Sorcerer. I've dumped most of my thoughts for Sorcerer Unbound on my website but I also occasionally open my word files and tinker around with the text as a How To guide rather than the topical essays I dumped on Story Games and my website.
I think reaching those other potential players requires OTHER people presenting the game (at cons, in play, in texts, whatever). It's taken me about 10 years to accept that. I think Ron focusing on revitalizing the mini-supplement "program" is really a good idea. So many people have picked up Dictionary of Mu who aren't Sorcerer enthusiasts. It's inspired some of them to dive into the game (and a few others to take that same material elsewhere). But with enough creative critical mass around the game from more people will draw more players in.
Jesse
Ron Edwards:
Hiya,
1. Yes, Christopher and Jesse and whoever else is interested, that's your department, for what Marv is talking about. I can't do it. The annotations I have in mind aren't going in that direction at all. They're more of a reflections-clarification thing, with examples or applications simply taken from my own experiences.
2. The t-shirt thing ... well, bear in mind that I can't draw or paint. (I sketch OK, but in a totally amateurish way which is endearing and useful for explanations, but not saleable). Plus why should I make any money off someone else's work? So getting t-shirts going is a matter of energizing the artists. Raven and Ed Heil are there already (Sorcerer t-shirt, Trollbabe t-shirt, why don't you own one?) sure, but I'm talking about opening it up to others who might like to do this.
3. The little demon creatures thing ... man, you have no idea. Little cute hard-rubber or sort-of squishy-plastic demons? Gotta do it!
Best, Ron
greyorm:
[plug] And don't forget the metal-style version (on black, with flames). [/plug]
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