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<blockquote data-quote="Celebrim" data-source="post: 5223317" data-attributes="member: 4937"><p>Well, that I assume was the inspiration for and the goal of the guy that wrote WtO. Certainly it read like that in the fluff. But the sort of game that plays out under that premise is a little bit abstract, heavy on theatre, probably involves low melodrama, and doesn't have any of the traditional RPG play that you'd get from D&D, Star Wars, Chill, etc. I mean, essentially you are dealing with every player in sort of a quasi-Storyteller role and the DM acting more like the director in a Nar game. I just don't think that there are alot of groups that can both pull that off and enjoy it, and it to me certainly doesn't lend itself to more than 6-12 hours of play. </p><p></p><p>For me, a game like RIFTS is just a bad game. It might not be that obvious to someone who doesn't rulesmith alot, but to me the problems just leap off the page (that might have something to do with me also not liking the fluff much). But a game like WtO or 'Monsters and Other Childish Things' are not bad games in the sense of having extremely bad mechanics. I don't even know that you can objectively say that they are 'bad games' or 'boring to play'. I think that what you are dealing with is a game that can actually be played successfully by a very small segment of the market, and which the author has failed to provide sufficient guidance on how to play the game in the typical scenario of 4-7 friends looking to entertain themselves for a few evenings.</p><p></p><p>I think that's what is really going on when I hear people select things like 'Ravenloft' or 'WEG Star Wars' (!!!). It's not that these are bad or boring games, it's that the skills to play them may not have been available. WEG Star Wars is one of my favorite systems and to me does an amazing job of capturing the movie feel. And I know I'm not alone in that. I've known of other successful long running WEG Star Wars groups. But it may be simply that the game master didn't have a skill set suited to the game and didn't know how to make or run a Star Wars scenario successfully. That is still partly the games fault for not making it clearer and providing more examples, but partly that's just a simple personality conflict. </p><p></p><p>The classic case of that for me is 'Paranoia', which is a great game but which I haven't got a hope of being able to run successfully. It takes a game master with a particular skill set to do it, and I don't have it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5223317, member: 4937"] Well, that I assume was the inspiration for and the goal of the guy that wrote WtO. Certainly it read like that in the fluff. But the sort of game that plays out under that premise is a little bit abstract, heavy on theatre, probably involves low melodrama, and doesn't have any of the traditional RPG play that you'd get from D&D, Star Wars, Chill, etc. I mean, essentially you are dealing with every player in sort of a quasi-Storyteller role and the DM acting more like the director in a Nar game. I just don't think that there are alot of groups that can both pull that off and enjoy it, and it to me certainly doesn't lend itself to more than 6-12 hours of play. For me, a game like RIFTS is just a bad game. It might not be that obvious to someone who doesn't rulesmith alot, but to me the problems just leap off the page (that might have something to do with me also not liking the fluff much). But a game like WtO or 'Monsters and Other Childish Things' are not bad games in the sense of having extremely bad mechanics. I don't even know that you can objectively say that they are 'bad games' or 'boring to play'. I think that what you are dealing with is a game that can actually be played successfully by a very small segment of the market, and which the author has failed to provide sufficient guidance on how to play the game in the typical scenario of 4-7 friends looking to entertain themselves for a few evenings. I think that's what is really going on when I hear people select things like 'Ravenloft' or 'WEG Star Wars' (!!!). It's not that these are bad or boring games, it's that the skills to play them may not have been available. WEG Star Wars is one of my favorite systems and to me does an amazing job of capturing the movie feel. And I know I'm not alone in that. I've known of other successful long running WEG Star Wars groups. But it may be simply that the game master didn't have a skill set suited to the game and didn't know how to make or run a Star Wars scenario successfully. That is still partly the games fault for not making it clearer and providing more examples, but partly that's just a simple personality conflict. The classic case of that for me is 'Paranoia', which is a great game but which I haven't got a hope of being able to run successfully. It takes a game master with a particular skill set to do it, and I don't have it. [/QUOTE]
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