7 min read

Promise!

Further adventures in Ravenloft of the teenagers
Promise!

There is a conversation I have with Luke Crane, probably once a month, that goes something like this...

Image of a text conversation. Keith says, I don't understand why {insert product here} is popular. There is no meat on the bones. Adventures should be tools. This is someone's failed novel. Luke replies, This again? Let me explain to you how TSR destroyed the adventure market with poor practices. Also, you know that most products are read and not played. How is this news to you? You are an old man just like me. Keith replies, I know but... {long winded dissection of th product in question that started my brain down this path once again}

I think it is because I wrestle with the form and always have wrestled with it. I know when I published my first RPG, I followed the well trod path of those that came before me. That was 21 years ago though, and it is disheartening to me to see that, after several years away from gaming, the game products still haven't changed much.

I am a firm believer that game products should be tools for play first. I also think we try to make things do too much at the same time in the search for efficiency. For instance, my own favorite game, Torchbearer, has a problem with the Dungeoneers Guide.

It tries to be both a character creation tool and a reference tool for play. At our table, we often find ourselves scrambling for the right page with the right rule content. That breaks up the flow of play sometimes, which is particularly tough with ADHD having teenagers.

One day I am going to convince Luke and Thor to let me do a limited run boxed set for the game that reformats it.

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