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What Hill Will You Die On?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9101467" data-attributes="member: 18"><p> <ul> <li data-xf-list-type="ul">The rules significantly influence how people play the game, what choices they make about their characters, abilities, equipment, and the particularly profoundly control the general vibe of the game.</li> </ul><p></p><p>The above might seem like a milquetoast hill to die on in 2023, because I think most people agree now, but I can tell you, in 1993, that was some Hill 203-type stuff! This means that most "generic" RPGs are kind of doomed, because they're not really "generic", they're highly specific to some genre or style, they just have a lot of supplements allowing you to introduce superficial elements from other genres/styles.</p><p></p><ul> <li data-xf-list-type="ul">Designers who are mad about people "playing their game wrong" have literally only themselves to blame.</li> </ul><p></p><p>This is sort of a corollary to the first, but again, for me it's a major thing. I lived through the whole "Revised" era of the WoD, for example, which was basically just the WoD designers pitching a fit because some (most?) people played WoD games in ways that the rules, setting, and simply what was fun and cool made make sense (usually "Trenchcoats and Katanas" or "Superheroes with fangs"), rather than as the angst-filled body horror/existentialist games the designers apparently wanted, but didn't actually design (also, I don't think all the WoD designers agreed, given they were basically encouraging these modes of play with stuff like WoD: Combat or the rather fun 2E Mage supplement, Mage: Dark Adventure - which was basically "How to run Mage as an action movie"). They still didn't design them with Revised, I note, they just changed the lore and rules to make other play styles less viable without increasing the attractiveness or rules-support for their chosen play-style.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9101467, member: 18"] [LIST] [*]The rules significantly influence how people play the game, what choices they make about their characters, abilities, equipment, and the particularly profoundly control the general vibe of the game. [/LIST] The above might seem like a milquetoast hill to die on in 2023, because I think most people agree now, but I can tell you, in 1993, that was some Hill 203-type stuff! This means that most "generic" RPGs are kind of doomed, because they're not really "generic", they're highly specific to some genre or style, they just have a lot of supplements allowing you to introduce superficial elements from other genres/styles. [LIST] [*]Designers who are mad about people "playing their game wrong" have literally only themselves to blame. [/LIST] This is sort of a corollary to the first, but again, for me it's a major thing. I lived through the whole "Revised" era of the WoD, for example, which was basically just the WoD designers pitching a fit because some (most?) people played WoD games in ways that the rules, setting, and simply what was fun and cool made make sense (usually "Trenchcoats and Katanas" or "Superheroes with fangs"), rather than as the angst-filled body horror/existentialist games the designers apparently wanted, but didn't actually design (also, I don't think all the WoD designers agreed, given they were basically encouraging these modes of play with stuff like WoD: Combat or the rather fun 2E Mage supplement, Mage: Dark Adventure - which was basically "How to run Mage as an action movie"). They still didn't design them with Revised, I note, they just changed the lore and rules to make other play styles less viable without increasing the attractiveness or rules-support for their chosen play-style. [/QUOTE]
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