The Useful/Fun Equation

  • Everything we publish has to be useful or fun. Ideally, it should be a combination of both.
  • Not everything that is useful can be fun. A tool has finite entertainment value. Allow it to be what it is, and don’t try to force it to be something it isn’t.
  • Not everything that is fun is useful. Entertainment doesn’t help you get things done. Don’t mistake enjoyment for utility.
  • When in doubt, useful takes priority over fun. A good tool increases in value with repeated use. A good time is often fun exactly once.
  • The nature of a roleplaying product, after all, is to aid you in creating your own fun. A book is not a game. The collaboration and creativity on display at the table is the game.

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