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  1. loverdrive

    Why do RPGs have rules?

    I've had in mind something closer to "GM invented this deep setting with tons of lore hidden in the depths of her google docs" rather than "we play in a setting that everybody can just look up and call the GM out if what she says contradicts the lore".
  2. loverdrive

    Why do RPGs have rules?

    Can we call the drama "emergent" if it is consciously engineered? It's not like the character just happened to be a person that would be interesting to watch interacting with these world facts, no, the character was grown in a lab. (and then, if it is a completely fictional world, those facts...
  3. loverdrive

    Why do RPGs have rules?

    Would creating characters that will milk the world facts for maximum drama not be dramatism?
  4. loverdrive

    Why do RPGs have rules?

    I'm running a Fate game set right before 1986 Jeltoqsan events, and is planned to culminate in, well, Jeltoqsan, when a student demonstration of Qazaq people was violently suppressed by the soviet regime. It is a dramatic game, things that happen to the characters are engineered to deal with...
  5. loverdrive

    Why do RPGs have rules?

    As someone who likes, among other things, down to earth games set in real world, precisely because I can do research about the place and time, I find the idea of realism when it comes to orcs, goblins and trap-riddled tombs inherently silly.
  6. loverdrive

    Why do RPGs have rules?

    I'm certain this game exist already and I'm going to look for it. In the meantime: There are three Blades-like phases: Exploration Downtime Pathfinding each session is played in this order, regardless of the events of the previous one: treat each session as a standalone episode — characters...
  7. loverdrive

    Why do RPGs have rules?

    I'd say "dramatic needs" is a misnomer in this discussion. Creating things for the purposes of them being interesting is also decidedly non-sim, while being unbothered with the characters. Consider this hypothetical game: World is composed of hexes, about 1-mile in diagonal. When you lead the...
  8. loverdrive

    Why do RPGs have rules?

    I mean... If one purposefully avoids interesting dramatic developments and strives to them only ever happening on accident, a longer campaign obviously has more opportunities for cool dramatic interactions to happen randomly.
  9. loverdrive

    Good games specifically to showcase non-D&D TTRPGs

    MUJIK IS DEAD is Innovative and different, with all players controlling the same character Thematically distant from traditional gung-ho adventuring, instead focusing on terrifying, down to earth, horrors of life like domestic violence, drug addiction, soul-crushing job and mounting medical...
  10. loverdrive

    Why do RPGs have rules?

    This reeks of "no true scotsman" stuff. Oh, yeah, it's always the GM's fault, only if you had a good GM... I've had good GMs who don't waste my time with pointless drek. The problem is that they all ran their games as if it was Apocalypse World, and at that point, why not just play Apocalypse...
  11. loverdrive

    Why do RPGs have rules?

    As of granularity, the most granular game I've ever had was on Fate. Like, there were separate statblocks created using Fate Bronze Rule for the character, their weapon, the calibre of their weapon, their body armour and each piece of cover at the battlefield. Granted, yeah, it was done for two...
  12. loverdrive

    Why do RPGs have rules?

    That heavily depends on what you view as "rules light system" here. If it's something like "lol, roll dice and the GM will decide", yeah, it's false economy. If it does have a structure, though, even if it's not written for a damn computer to parse, then I disagree. Like, vehemently disagree.
  13. loverdrive

    Why do RPGs have rules?

    I honestly can't comprehend why authoring things can possibly contradict immersion. I'd say the ability to bring the things you want to see up without having to resort to purely meta-game talk is a prerequisite for immersion.
  14. loverdrive

    Why do RPGs have rules?

    Eh, I don't think so. I'm actively playtesting my game that involves exactly that: two people tell a story using a prompt until the moment they disagree, then they play a fighting mini-game and the winner narrates how the scene ends, no restrictions. I bring it to parties and it works alright...
  15. loverdrive

    First Russian RPG?

    Заколдованная Страна has a text adventure PC version that more or less captures the entirety of the game. There's also Эра Водолея (Age of Aquarius), anime occult detective game that is basically WEG Star Wars, but reskinned.
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  17. loverdrive

    Why do RPGs have rules?

    As an aside on "who gets to say", I think narrative authority can be a pretty decent reward. For beating a mini-game. For giving an interesting hook. For something. We hand out XP and gold and loot for smart decisions, for good roleplaying, for mesmerising voices, whatever. Why not give out...
  18. loverdrive

    Why do RPGs have rules?

    I'm not denying your experience, but I'm not sure if it's representative of the way AW is supposed to be played. Player moves are not a "list of delineated actions", they are rules for specific situations, not too dissimilar from, say, rules on fall damage in D&D. Yeah, when you are just...
  19. loverdrive

    Why do RPGs have rules?

    I'm not sure what you mean by "casual", but I assume it's, uhm, not overly serious? Because that can certainly be arranged! Horror Movie World, for example, is a game about campy slasher B-movies. It's goofy, and more or less devoid of exploration of characters' inner world -- the main appeal...
  20. loverdrive

    Why do RPGs have rules?

    What about 15 extra goblins? Or an extra trap The difference between those and 50 extra liches is non-existent. You got hanged up on specifics and failed to grasp the point: it's impossible to distinguish pre-planned things and things invented on the spot. No Myth rejects the need for this...
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