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I for one hope we don't get "clarification" on many things.
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<blockquote data-quote="Neonchameleon" data-source="post: 6372487" data-attributes="member: 87792"><p>I'm finding clarity and detail are being confused here - and it's leading to people talking past each other.</p><p></p><p>Clear rules I find essential. If the rules aren't clear then I, as player, can't work out whether I'm likely to be able to do something in character.</p><p></p><p>An example of a game with clear and non-detailed rules would be <a href="http://onesevendesign.com/lasers_and_feelings_rpg.pdf" target="_blank">Lasers and Feelings</a>. The only thing that matters for your roll is whether it's combat (lasers) or not (feelings). You use the same number for both - one's roll over, one roll under. Minor details don't matter much. But it's pretty obvious what you do and how to resolve anything.</p><p></p><p>An example of a game with clear and detailed rules would be GURPS 3E (especially with GURPS Vehicles). You have literally dozens of skills, point buy off at least 100 points - and if you want to design a car using the vehicles rules, the chassis weight is based on the square of the cube root of the volume and IIRC you want to pick the power of the engine in kW. Everything works, the maths is good, but you need a spreadsheet to work the full thing out. Or to be 14, ill in bed, bored, good at maths, and determined.</p><p></p><p>If I were to mention games with rules I found unclear they'd all be perjoritive, so I won't.</p><p></p><p>When I hear people opposing rules being clarified what I hear is that they are opposing rules being easily usable and the player being able to guess at their chance of success. What I think is <em>meant</em> is they are opposing detail as in GURPS Vehicles. That they want a system that doesn't sweat the small stuff. Would I be right here?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6372487, member: 87792"] I'm finding clarity and detail are being confused here - and it's leading to people talking past each other. Clear rules I find essential. If the rules aren't clear then I, as player, can't work out whether I'm likely to be able to do something in character. An example of a game with clear and non-detailed rules would be [URL="http://onesevendesign.com/lasers_and_feelings_rpg.pdf"]Lasers and Feelings[/URL]. The only thing that matters for your roll is whether it's combat (lasers) or not (feelings). You use the same number for both - one's roll over, one roll under. Minor details don't matter much. But it's pretty obvious what you do and how to resolve anything. An example of a game with clear and detailed rules would be GURPS 3E (especially with GURPS Vehicles). You have literally dozens of skills, point buy off at least 100 points - and if you want to design a car using the vehicles rules, the chassis weight is based on the square of the cube root of the volume and IIRC you want to pick the power of the engine in kW. Everything works, the maths is good, but you need a spreadsheet to work the full thing out. Or to be 14, ill in bed, bored, good at maths, and determined. If I were to mention games with rules I found unclear they'd all be perjoritive, so I won't. When I hear people opposing rules being clarified what I hear is that they are opposing rules being easily usable and the player being able to guess at their chance of success. What I think is [I]meant[/I] is they are opposing detail as in GURPS Vehicles. That they want a system that doesn't sweat the small stuff. Would I be right here? [/QUOTE]
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I for one hope we don't get "clarification" on many things.
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