Search results

  1. loverdrive

    Why do RPGs have rules?

    If you are talking about dice rolls, they have nothing to do with it, "knowledge check" is a term from fighting games, and I've included the definition right into my post: "things that work if and only if the opponent has no clue how to deal with them". Here's a more in-depth one from the...
  2. loverdrive

    Why do RPGs have rules?

    I can see how it can be the case in the AD&D days, I'm not sure if it's applicable now, when the internets exist, AND the current edition is "mature", with more or less established meta. There's a concept of "knowledge check", things that work if and only if the opponent has no clue how to deal...
  3. loverdrive

    Why do RPGs have rules?

    Aside V: on skill To be frank, I don't believe in "player skill" in RPGs, at least those which pride itself on it (like OSR), as there's no real way to measure even an approximation of it. Even outside of all the high-level competitions with prizes and stuff, when someone says, "I've beaten...
  4. loverdrive

    Why do RPGs have rules?

    As I said, I don't think it makes much sense to classify things at this level as "fun" or "not fun". Before TPK happened, there was, well, the rest of the game. A game that started with TPK was probably not fun, thus, failed, yeah, I don't think it's crazy to suggest so.
  5. loverdrive

    Why do RPGs have rules?

    Yeah, sometimes. Often, I'd say. This was not the case here, though.
  6. loverdrive

    Why do RPGs have rules?

    My definition of fun is very simple: I'm having fun when I don't wish I was somewhere else doing something else. There are things that are frustrating on a minor scale (like losing a character and having to create another one), but I'm not sure if it makes sense to classify things as "fun" or...
  7. loverdrive

    Why do RPGs have rules?

    Aside III: on "fun" "Fun" is not the goal of playing a game, it's a bare minimum requirement. A game being fun is like your meal being edible. The lowest possible bar to clear. If the game isn't fun, then it utterly miserably spectacularly failed. "You do everything right as long as you didn't...
  8. loverdrive

    Why do RPGs have rules?

    ...and? I didn't even imply it's a better approach. Regardless. OK, some people enjoy optimizing trivial problems (hm, I wonder, what is better, running into the battle with your hairy chest on display or wearing a ballistic vest?), so? I don't care. I'm not among them. I don't need to say...
  9. loverdrive

    Why do RPGs have rules?

    Probably, yes. I tend to repeat myself.
  10. loverdrive

    Why do RPGs have rules?

    Aside II: on things not mattering I play Team Fortress 2. For those who don't know, it's a hat simulator. There are tons and tons of cosmetic options that can be mixed and matched together. They don't matter. They do not influence the gameplay in any way, shape or form. And precisely that...
  11. loverdrive

    Worlds of Design: Too Much Dice?

    I mean, a rifle in GURPS makes multiple shots that deal ~8d6 damage each, individually affected by armour so... There are plenty of buckets and arithmetics there.
  12. loverdrive

    Why do RPGs have rules?

    I'd say hardship being a reward is a necessary component of any PvE game (which RPGs tend to be). Consider this hypothetical example: PCs have ventured into a tomb of a long dead god, survived all the obstacles on the way and stole its power, becoming god-like beings as a result. What now...
  13. loverdrive

    Why do RPGs have rules?

    Aside: on quantum ogres and disregarding of player agency. The chief reason why I love Apocalypse World is because it drowns PCs in trouble; it doesn't matter what you do, you will experience hardship and there's no move you can possibly make (pun intended, I guess) to escape. If you do...
  14. loverdrive

    Why do RPGs have rules?

    To reiterate this branch of our conversation: I mentioned how I don't see a grand difference between starting from a vision of a dramatic scene and starting from a vision of cool gameplay, and how both seem to contradict the idea of world simulation, as both require forcing the scene. That's...
  15. loverdrive

    When the New Edition Doesn't Cut It

    I honestly can't say I can name any game that ever needed another edition. It's always either: A) A completely different game that is tied to the previous one loosely at best, if not at all B) A minor revision that could've just been an erratum
  16. loverdrive

    Why do RPGs have rules?

    Before we can proceed, I think something needs to be cleared up. I feel like I don't even remotely understand your point of view. The way I see it, world simulation would be: PCs are going to the church of the Dragon God Hm, what's going on there? OK, there are several major actors in the...
  17. loverdrive

    How did you convince your group to try something different?

    "I'm running [X]". Done. Well, maybe "I'm running [X], it's a game about [Y], I'll post a full announcement on my tg channel, you and you are invited specifically" I know that some people really want to play with their friends, but I honestly don't get it. Like, if I want to hang out with...
  18. loverdrive

    Why do RPGs have rules?

    I'm honestly very sceptical that someone actually starts with socio-economic situation in the region and then extrapolates goblin raids from it, rather than putting goblins there and figuring out a diegetic justification for their raids afterwards. I don't think so. I'm honestly not a big fan...
  19. loverdrive

    Why do RPGs have rules?

    It's not only the exceptionality of the characters, it's things that happen to and around them. Like, goblins don't terrorize the village because of socio-economic reasons, they do it, so the PCs have something cool to do. One way or another, interesting things need to be happening, so the play...
  20. loverdrive

    Worlds of Design: What’s Your Objective?

    Fate (not to be that gal, but it isn't an acronym, by the way) positions itself as a game engine. There are prepackaged Worlds of Fate that come with skills, stunts and good aspects to choose from. And it's not like Fate is any kind of ambassador of rules light games. Many (if not most) have a...
Top