Codex Imaginata

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JSDiamond:
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My concern is that they exist as icons of a dying hobby.
Speaking as a grognard I have those thoughts too, from time to time. But I'm happily proven wrong. Gaming is a lot like the music industry. I've heard many people quantify their patronage with, "I still buy CDs." That is telling. Downloads are the now/future. In my opinion, the humble PDF is probably doing more good for renewed interest in tabletop gaming than we know. 

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The problem is that the vast majority of users haven't the interest or capacity to run off a bit of nifty code.
What I meant was that you would write the code (or hire someone) and embed it as an interactve index into your electronic publication. Then it would be fast searching and you could go bonkers with the art.  ^_^

 
 

The Traveller:
Quote from: JSDiamond on May 26, 2011, 06:11:48 PM

Speaking as a grognard I have those thoughts too, from time to time. But I'm happily proven wrong. Gaming is a lot like the music industry. I've heard many people quantify their patronage with, "I still buy CDs." That is telling. Downloads are the now/future. In my opinion, the humble PDF is probably doing more good for renewed interest in tabletop gaming than we know. 
Mm. I have no doubt it is quite capable of circling the drain for decades to come, but compared to ten or even five years ago, TTRPGs are a much diminished phenomenon, mostly reduced to self referential groups with a high barrier to entry (have you see the exalted threads over on the big purple). You may disagree, and that's fair enough.

Quote from: JSDiamond on May 26, 2011, 06:11:48 PM

What I meant was that you would write the code (or hire someone) and embed it as an interactve index into your electronic publication. Then it would be fast searching and you could go bonkers with the art.  ^_^
Ereaders already have fast searching. What they don't have is the ability to load specific sections of text onto one page, rename items in a table to suit their own campaign, and especially the ability to publish your changes back at the source for the entire community to avail of and grow, creating a library of ideas for new players to take advantage of.

Then we get to the categorisation of resource depth, which isn't an issue for niche games, since they don't have any resource depth, but for a more comprehensive game for example I want to be able to select from a menu monsters->swamp->natural+unnatural+undead->low or no magic. This will then present me with a list of monsters which fit that criteria, some of which I save into my private adventure folder. Then I can go over each one and make adjustments to the stats, description, or what have you, before printing it off or leaving it in there readily tabbed for my game. Upon completion, I then make it public, building a massive library of scenrios, new creatures, quirks and commentary over time.

Relying on the dated print/pdf milll cycle (just like the music industry) to secure the future is missing out on some big opportunities enabled by the latest tech, albeit opportunities which only reach their greatest potential when the profit motive isn't foremost. But I suppose that would apply to almost any endeavour.

The Traveller:
Hello again, I've more details on game mechanics and so on emerging over here:

http://codeximaginata.blogspot.com/

The Traveller:
Combat mechanics up there now...

The Traveller:
Any comments on the combat mechanics?

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