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As a loong time Mythos fan, I agree it’s over saturated. Some more views:

Default Mythos play should be recent past and present day, just like in Lovecraft’s stories. Focusing on what’s now a century behind us cuts off a whole lot of the contemporary possibilities that Lovecraft used to good effect. Historical forays are fine, but a weak default.

Basic Role Playing games should always have had stats and skills on the same scale, whether that’s both d% or both d20. Pendragon and CoC 7e do it right.
 

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Moving saving throws to be based on ability scores was the wrong move then, and it’s just gotten wronger over time.
Wait, this is an unpopular opinion?

I'll add getting rid of progression on bad saves and not having the "natural 20 succeeds on a saving throw" rule. Having encountered an impossible save in an adventure once, I can't understand why the game designers thought that this would be a good thing for high tier play. "Oh the Barbarian got Banished. Again." "Seriously? That's like, the third time this week!"
 




Really? That is how you stir the pot? cracks knuckles Let me show you how this is done.

Story Now games don't produce good stories, and reliance of them to do that produce something at most as coherent and well-plotted as a JJ Abrams movie.

Illusionism is just DM favoritism with extra rationalizations.

No myth is just railroading with fewer steps.

The more Brandon Sanderson writes, the worse of a writer he becomes.

Breaking Bad really wasn't that good.

The Mandalorian only has about a half-dozen good episodes; SW fans were just starved for something that wasn't terrible.

Forty years later, and we still haven't managed to create better ttRPG gaming experiences than existed in the mid 80s. At best, we're just doing a better job of codifying them. At worst, we're as out of ideas as the guy whose idea was to just remake all the classic Disney films with CGI.

Forty years later, and D&D, BRP, WEG D6, and Traveller 2d6 are still the best and most relevant game systems ever made. Every rules system since then either doesn't work, works only for short term play, or is a derivative or mix and match of those systems.

Dark, gritty, and violent is merely the first sort of creativity a typical bright 13-year-old boy discovers, and if you are still thinking that crap is cool then you probably aren't brighter or more mature than that 13-year-old boy.

Sturgeon's Law is a vast understatement when it comes to RPG supplements. For every 1 usable page of RPG supplements, there are like 999 pages of crud.

Most games systems these days are, as someone else succinctly put it, "the writings of a failed novelist that has convinced you to buy and read his microfiction". I'm convinced there are numerous game systems that took more hours to write, than all the hours spent playing them combined. The buying of and reading of these systems is one of the chief acts of lonely fun for a segment of RPG nerds.
 


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