Search results

  1. dbm

    Will the complexity pendulum swing back?

    I think systematic versus exception-based design is another big factor in complexity. In play, GURPS isn’t actually very complex as it is very systematic - the rules work the same way consistently pretty much all the time. What varies are modifiers and procedures. This might seem like sophistry...
  2. dbm

    TTRPG players wanted for online psychology study

    Another responder here - it would be really interesting if you posted a link to your findings once completed, please?
  3. dbm

    Will the complexity pendulum swing back?

    That’s not what I said. I refuted the point that “all gamers like simple games” by showing some players like complex games.
  4. dbm

    Will the complexity pendulum swing back?

    The post I was replying to stated: I merely pointed out data that showed this to be not true.
  5. dbm

    Sell me on Savage Worlds

    Your premise seems to be ‘most people don’t bother to read the GM advice or bestiary powers’ @Thomas Shey? Both my comments and @Dalekdad‘s comments are drawn from there.
  6. dbm

    What gets me playing Draw Steel and not Pathfinder 2e?

    That’s interesting. I haven’t read the Monsters book yet. Presumably that was a group of minions the Null attacked?
  7. dbm

    Which "Tactical" TTRPG Would Work Best As An X-Com Like?

    I would agree; in my 30 years experience of GURPS 3e and 4e it is extremely tactical and one of the few games where players can apply real-world tactics with confidence of the system rewarding that play.
  8. dbm

    Sell me on Savage Worlds

    The book recommends (core p199): “A good fight for a party of heroes is two Extras per hero plus an enemy Wild Card leader with roughly the same number of combat Edges (or other advantages).” If people are regularly facing multiple Wild Cards in a fight scenario then the GM isn’t following that...
  9. dbm

    Sell me on Savage Worlds

    Features like Unstoppable, Hardy, Resilient / Very Resilient, and large size mean even an Extra can be extremely hard to take out.
  10. dbm

    Sell me on Savage Worlds

    When I am running supers with Savage Worlds the Inverse Rules of Ninjas applies - a solo foe is likely a Wild Card but a team of enemies are probably Extras even if they are supers. When I ran Lost Colony for my group maybe only half of the fights actually included a Wild Card amongst the...
  11. dbm

    Sell me on Savage Worlds

    I haven’t played ETU, only read it. My understanding is a trope of the genre is finding an enemies weakness so you can exploit it and turn a fight from unwinable to something a group of teens might pull off. It’s not really a standard combat scenario. Similarly with supers, wailing on your foe...
  12. dbm

    Will the complexity pendulum swing back?

    Board Game Geek refutes that premise. All the highly rated games are pretty complex. The top 10 games on BGG have an average ‘weight’ of 3.7 on a 1 to 5 point scale which puts them as medium to heavy weight.
  13. dbm

    Will the complexity pendulum swing back?

    They are, Exhibit A … Draw Steel. And there are many reasons, already discussed in this thread, which mean creating a new crunchy game is a much bigger task than producing a new light-weight game. These factors will naturally mean there are fewer new crunchy games of any kind (good or bad).
  14. dbm

    Will the complexity pendulum swing back?

    There are always new ideas and new ways of using existing ideas. That applies to crunchy games as well as light weight ones.
  15. dbm

    Will the complexity pendulum swing back?

    I think the type of crunch is important. Rules engines like D&D use an exception based design, where every special ability is typically designed individually (or at least, presented that way). Games like GURPS or HERO use a more systematic design which front loads the complexity in learning the...
  16. dbm

    What gets me playing Draw Steel and not Pathfinder 2e?

    I haven’t played DS yet but I have read through the Heroes book twice solidly to get my head around the new concepts and how they all work together. I think a big difference between DS and most other RPGs is the way Victories power you over time while Recoveries get consumed through attrition...
  17. dbm

    Does the Death Curve Beat the Death Spiral?

    Maybe not so much on the ’clear signal’ aspect but Fate has the concept of a concession which would fit the ’retreat’ aspect nicely. When a player concedes, they are taken out of the scene but somewhat on their own terms - they get input into what that form takes (they also get Fate points as a...
  18. dbm

    Does the Death Curve Beat the Death Spiral?

    EABA v2 has an interesting take on this. When you get to a certain level of injury you do take a penalty to skills. But that penalty also applies to the damage you take. The concept is that, once you are a certain level of beaten up, then more scratches aren’t going to make a difference. This...
  19. dbm

    What System(s) Should I Suggest?

    That really, really says Draw Steel to me :) And to add to that - the model of Victories increasing resources while Recoveries deplete creates a very different play dynamic on paper in contrast to typical D&D style resource attrition where people keep wanting to take a short or long rest all...
  20. dbm

    Will the complexity pendulum swing back?

    I’ve often thought about this split between ‘heavy’ and ‘light’ systems. I put a name on the shift towards lighter systems as ‘appification’. What I mean by that is - consider desktop applications like Word, Excel and so on. They can do lots of different things but they are very complex and...
Top