rosejzehner
First Post
I would also like to add new ones.
To be honest, I look at your list, [MENTION=4937]Celebrim[/MENTION], and pretty much shrug and play on...just want to play. If the game says X and X is fun? Good enough for me.
Yes, but I don't just want to run a game. I'm trying to engage in an artistic and creative act of mythopoeic creation. (Pretentious, no?) So if the rules get in the way of that, the rules have to change. Of the three pillars of gameplay identified by Forge, I'm very much firmly in the Simulationist camp as my primary aesthetic of play.
And, this is where the conversation starts to make a lot of sense. I'm pretty much narrativist, with a enough gamism to keep it from becoming a writing circle and to indulge a few math fetishes, and just enough simulation to avoid blatant issues with suspension of disbelief. Note that I'm not a LARPer and that just seems weird, but no each his own. I'm here to play a game. I just see RPGs as being uniquely able to include a good story in that game.Yeah, I'm pretty solidly gamist, with a dose of narrativist in my play, so, yeah, Sim play is pretty much bottom of my list of priorities.
I agree with this statement. My prior statements about outright ignoring rules were extremely flip. I just don't feel a strong need to know whether a katana and long sword should have different stats. I'm actually mostly fine with the Fate method of just using the Fight skill for all weapons and don't bother with modifiers because you could argue the dual-wielding dagger master gets inside the zweihander-wielding tank just as easily as the opposite and it all washes, in the end. Similarly, I don't feel a need for various bonuses at +1, +2, +3, advantage, +1d4, +1d6, etc. It's mathematically interesting, yes, and I kinda enjoy running the numbers, but it doesn't actually move my game forward. All I really need is normal, good, great, whatever those numbers are. Once I get it down to those, it's generally pretty apparent how good something is during play. With D&D, you do have the breadth of bonuses, and it's a bit more finicky, which is where I say I like the room to play test, then solidify.Celebrim said:The game also has to be a game, which is why it needs rules. I am completely uncomfortable with running a game in such a way that the answer to a player's proposition doesn't depend on the setting or the rules, but only on my own whim and desires. I'm thus uncomfortable with rules that only work when the GM's whim and desires shape the outcome. That's not how I resolve unexpected propositions. That's why to me the answer 'rulings not rules' is so bizarre. Because to me, needing a ruling utterly slows down play as I try to imagine how the setting should be or what the rule should be.
I'm actually mostly fine with the Fate method of just using the Fight skill for all weapons and don't bother with modifiers because you could argue the dual-wielding dagger master gets inside the zweihander-wielding tank just as easily as the opposite and it all washes, in the end. Similarly, I don't feel a need for various bonuses at +1, +2, +3, advantage, +1d4, +1d6, etc. It's mathematically interesting, yes, and I kinda enjoy running the numbers, but it doesn't actually move my game forward. All I really need is normal, good, great, whatever those numbers are. Once I get it down to those, it's generally pretty apparent how good something is during play. With D&D, you do have the breadth of bonuses, and it's a bit more finicky, which is where I say I like the room to play test, then solidify.
I can totally see where you're coming from. For me, it's a matter of prioritization. Given a set of rules that played fast; didn't require me to memorize a bushel of rules, tables, etc.; and had mechanics that worked with all those tiny "reality" bits, I'll take it. But, in the immortal words of Meatloaf, "Two outta three ain't bad." In my experience, every system makes pretty broad hand-waves to focus on what's important to that system (or its authors).I largely agree with this. Where I don't agree is if the rules act to create something visually interesting and exciting to imagine. My ideal combat system acts like I've said I want all my rules to act, "one implying and acting to affirm the other." The idea of having combat rules at all is that they are a generative system for creating a combat narrative, where the relationship between a particular rule and something that is happening in the fiction is clear and vica versa. The idea here is that regardless of whether my player is prioritizing narrative or prioritizing the game as tactical wargame, both end up creating a shared experience the other can appreciate. As much as possible, I want to encourage the players to call out propositions that can be represented in the mind's eye by everyone at the table, even if they call them out only at a metagame level of the rules that they are using.
Have you looked at Genesys? I'm super intrigued by the dice, but decided the whole thing is about as "heavy" as D&D, so it wouldn't solve me current woes. But, it certainly seems to fit the bill of "D&D, but with better narrative".What I want to create is a system where if the play makes a rules proposition it turns into narrative, and where if they make a narrative proposition it turns into rules. While there is no way to have speed of play and also have a generative system that creates the fight choreography of an action movie, I think there is a compromise area where you have enough speed of play and enough generative choreography. I'm not there yet, but I learned more about to do that from 3.X than any other system I've ever played.
I can totally see where you're coming from. For me, it's a matter of prioritization. Given a set of rules that played fast; didn't require me to memorize a bushel of rules, tables, etc.; and had mechanics that worked with all those tiny "reality" bits, I'll take it. But, in the immortal words of Meatloaf, "Two outta three ain't bad." In my experience, every system makes pretty broad hand-waves to focus on what's important to that system (or its authors).
In the case of D&D, that means grabbing a bigger weapon always grants more damage, but the little guy has no way to "get inside" of that two-hander and completely negate it -- which is exactly what most martial arts instructors are going to tell you to do...
Which is all fair, barring a Phoenix Command level of detail.
Have you looked at Genesys? I'm super intrigued by the dice, but decided the whole thing is about as "heavy" as D&D, so it wouldn't solve me current woes. But, it certainly seems to fit the bill of "D&D, but with better narrative".
Definitely, which is why I've been trying very hard to not bash anyone else's preferences. It's a game and it's all good. Some tables I wouldn't play at, personally. Others, I'd play at, but not sure I'd be a good GM for.That part is perfectly true. If there is anything that I have learned from decades playing games, running games, and fiddling with rules it's that there is no such thing as a free lunch. Everything is a trade off. You never are going to get a three for three. There is no such thing as a perfect system; there is only a system that is perfect for you, and if you get even that much, count yourself blessed.
My understanding is that they actually used Pentagon (or CDC or something similar) to come up with the lethality. I really doubt you're going to get more realistic. It also wasn't horrible to play, either. Might be worth a look, if you can find it. I never owned the rules, myself.Yeah, I use to regularly say in discussions like this that there was no such thing as a realistic TTRPG combat system, but now that I have some exposure to the Phoenix Command rules where you actually do die from shock and blood loss, I'm going to have to amend such statements to, "Unless you are playing Phoenix Command..."
I'd be really interested to hear your thoughts, if you do. The PDF is $20 at DTRPG, FWIW.No, I haven't, but if I get the chance I'll look into it. I'm always trying to learn from different rule sets. Thanks for the suggestion.