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Buying Supplements: The Memories

I found this from my first iteration of webpages, circa... oh, I don't know... this version was saved in January of 1997. Funny thing is how little this has changed over the years. (I buy new, now, for example.)

PHILOSOPHY on RPG BUYING

Try not to buy any part of an RPG package that does not meet these qualifications:


1) Supplements are at least 80 pages long.

This cannot include too many filler pages, either of artwork or pre-made characters. This excludes most adventures, except for those that include rule supplements and/or technical equipment.

1b) Never buy anything just because it's a new version.

I include this as a corollary of rule number one because there must be at least 80 pages of new material to justify it. I know there are upgrade freaks out there, but unless there's enough significance (like they revamped the whole system) don't worry about it; you can usually get the changes from someone else.

[Second Edition AD&D is my primary example of this. There was NO
reason for me to purchase a single item of it -- all the rule changes it made to make sense of the first edition I'd already made, and everything else was just insulting.]

2) Never buy anything that does not have at least a strong average on a five star system in the qualities of art, originality, (optional) pertinence, background and genre, company's committment to the system, reputation (optional), system design, and (optional) opportunity to play it.

Art includes colourability and comfortable layout and design. If it doesn't have an Index, does it have a strong table of contents? Originality only pertains if it's the first of a system, or a good new take on an existing genre. Pertinence is if it fits in with things you're doing. Background and genre should include strong, logical design, and wealth of material. The point of company committment isn't of the strongest priority, but you should know if you're buying
a dead system or not. Reputation can be important; it might be cool, but if it has the rep of "only munchkins play it," it may not be worth buying. System design should be obvious; it should be clear, concise, and with the minimum of fudging necessary to make it playable. Opportunity to play it might count, too; RPGs don't really become collectors' items; they only depreciate, so you need to ilk out every drop of enjoyment from it you can.

For example:

Shadowrun:
Art: ***
Originality (at time of design): ***
Pertinance: N/A
Background and Genre: ***+.5
Company Committment: ****
Reputation: ****
System Design: ***
Opportunity to Play: ****
Average: 3.50 (rounded to nearest quarter) Stars (24.5 out of 35)

WHY DID I BUY IT: Because I was in love with the genre from the moment I heard about it, and because it was executed with a good deal of grace. I would like to see better art in it, though.


RIFTS:
Art: ***
Originality (at time of design): ****
Pertinance: *
Background and Genre: ***
Company Committment: ***
Reputation: NO STARS
System Design: **
Opportunity to Play: N/A
Average: 2.25 (rounded to nearest quarter) Stars (16 out of 35.)

WHY DID I BUY IT: Actually, I haven't. The only reason I would buy it is because there are some good ideas, but I dropped them some stars on company committment because their lawyers are rabid and I hate the system.


ARIA:
Art: ***+.5
Originality (at time of design): ****+.5
Pertinance: N/A
Background and Genre: ****
Company Committment: *
Reputation: N/A
System Design: **
Opportunity to Play: N/A
Average: 3 Stars (15 out of 25)

WHY DID I BUY IT: There was some company committment to produce new products. The art was decent, and the background
information and ideas on creating backgrounds was so rich and detailed it almost drowned the system (which is why I dropped the system design so low.) At the same time, it's worth checking out.


NIGHTLIFE:
Art: * (ick!)
Originality (at time of design): ****
Pertinance: ****
Background and Genre: ****
Company Committment: **
Reputation: N/A
System Design: ****
Opportunity to Play: ****
Average: 3.25 (rounded to nearest quarter) Stars (23 out of 35)

WHY DID I BUY IT: Nightlife is simple, complete, creative, fun, fast, and of a genre I really enjoy. I *HATE* the art, and the company is slow in putting things out for it, but I think it's great all around. It has a sense of humour without drowning itself in ridiculousness.

GURPS:
Art: ***
Originality (at time of design): ***+.5
Pertinance: ****
Background and Genre: ****
Company Committment: *****
Reputation: ***
System Design: ***+.5
Opportunity to Play: ****
Average: 3.75 Stars (30 out of 40)

WHY DID I BUY IT: GURPS is eminently flexible, and the company committment is phenomenal. I don't like the system too much, but it is solid, and there's a good base of players for it. Its pertinance is very high because each supplement is worth it if you're going to be using related issues as part of your genre.

AMBER:
Art: **+.5
Originality (at time of design): *****
Pertinance: ****
Background and Genre: N/A
Company Committment: **
Reputation: **
System Design: ***
Opportunity to Play: *****
Average: 3.25 (rounded to nearest quarter) Stars (23.5 out of 35)

WHY DID I BUY IT: It's hard to arrive at a star value for a game based off another media (see more notes below on this), especially for the background option. Myself, I've taken Amber so far past Zelazny's vision that I'd give myself a 5 star rating on it. (Why be humble?)

3) Don't buy systems that insult gamers, both players and game masters.

I include in this category any game that suggests you have to play a certain mindset along with the beast you're using. Like "all Kenders are klepto," or "all Ventrue are snobs." I don't include "Elves have a natural aptitude for magic," because with elf physiology this makes sense, but any matter of personality should be left up to the player unless the character is somehow under the control of another influence. Not all dwarves are dour ale-swiggers, and not all orks are stupid cannon-fodder. There is some justification based on the typical background, but I consider adventurers atypical members of their race.

I also consider "You have to choose a demeanor to act all the time," to be an insult. Things happen to characters. If I took the demeanor of "Bully," and I was beaten up by a midget, I shouldn't be penalized by acting sullen or apologetic or whatever is my character's way of dealing with it. Demeanors can change after every situation in a game. That's life. Any system that bases points (like regaining willpower) on such a thing should have an alternate system for mature roleplayers.

4) Buy on discount.

I hate to say this, but buy on discount whenever possible. Several stores support "roleplaying clubs" and things like that to put some small percentage of a discount on their items. The markup on the items tends to average about 40% and most of the time you're paying the store, not the creators of the product, so unless you have good reasons to support the store, think twice about paying full price for something. Of course, the other side of this is that if the store sees something not moving, and then puts it on discount, they're not so likely to buy new things for the system. Buyer beware.

4b) Avoid gimmick pieces.

Such as the cantrip cards in Changeling -- waste of time and money. Such as those little cardboard cutouts in games. They're too hard to keep track of, and the cost is reflected too much in the product. They're also usually too hard to replace. Some of them were neat ideas, but they ARE gimmicks, and usually of limited cult value.

5) Be wary of games based on any other media.

"Hey, this was a cool thing. Let's make a game based on it." Usually end up being rehashes of the typical system used by the company, and unless they really have new, expanded, and beauteous material, the majority of the stuff coming out from movies and comics lately has been DREADFUL. Worse than the average sequel.

Those are the five main rules. I'm sure my ratings on the systems can be disputed, but as the reviewer, I maintain the right to have my own opinions. And to change them over time.


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This page contains a single entry from the blog posted on July 26, 2003 7:08 PM.

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