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Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="RFisher" data-source="post: 2321753" data-attributes="member: 3608"><p>I've started to find that there's really little difference in how I run classic D&D, Coda Lord of the Rings, classic Traveller, Prince Valiant, C&C, Lejendary Adventure, or whatever. It's still basically: Can the PC do what the player wants? Is there a chance of failure? Given the PC's abilities, what should that chance be? What's the simplest die roll that supports that chance?</p><p></p><p>So, yeah. I haven't played Heroquest yet, but I know what you mean. I've gravitated towards a personal "unified field theory of roleplaying games". If I had to choose one game, it might be Prince Valiant or Risus. (I actually started writting up my personal "unified" system.) It's just as easy for me to adjust to the terms of a particular game & ignore the parts I don't want to bother with.</p><p></p><p></p><p></p><p>To me, it's that the D&D3e (& GURPS advanced combat) are at a subtactical level. (Somebody on--I think it was a GURPS forum--once used the term "technique" to distinguish it from tactical.) Unfortunately, the subtactical level of combat often bears only passing resemblence to actual combat. You aren't using combat techniques, you're just navigating the rules.</p><p></p><p>In classic D&D you can still use tactics. Indeed, you better, unless you're DM is a push-over. Plus, high-level tactics is mostly independent of the rules.</p><p></p><p>I think there's some truth to the point someone made about spellcasters having more tactical options than fighters in C&C. That's the nature of spells. They're like firearms or smoke grenades or any advance in weapon tech. They provide new tactical options.</p><p></p><p>Yet, fighters are my favorite class & I prefer "rules light" games. I don't might the spell casters bringing tactical advantages to the party. They've got tactical weaknesses as well. We need each other. I don't need subtactical options to compensate me for any imbalance.</p><p></p><p>I think that subtactical combat systems are good (besides as side-alone wargames) in roleplaying games if you're playing solo. (1 player & 1 DM.) Because tactics play more of a part at the "squad" level.</p></blockquote><p></p>
[QUOTE="RFisher, post: 2321753, member: 3608"] I've started to find that there's really little difference in how I run classic D&D, Coda Lord of the Rings, classic Traveller, Prince Valiant, C&C, Lejendary Adventure, or whatever. It's still basically: Can the PC do what the player wants? Is there a chance of failure? Given the PC's abilities, what should that chance be? What's the simplest die roll that supports that chance? So, yeah. I haven't played Heroquest yet, but I know what you mean. I've gravitated towards a personal "unified field theory of roleplaying games". If I had to choose one game, it might be Prince Valiant or Risus. (I actually started writting up my personal "unified" system.) It's just as easy for me to adjust to the terms of a particular game & ignore the parts I don't want to bother with. To me, it's that the D&D3e (& GURPS advanced combat) are at a subtactical level. (Somebody on--I think it was a GURPS forum--once used the term "technique" to distinguish it from tactical.) Unfortunately, the subtactical level of combat often bears only passing resemblence to actual combat. You aren't using combat techniques, you're just navigating the rules. In classic D&D you can still use tactics. Indeed, you better, unless you're DM is a push-over. Plus, high-level tactics is mostly independent of the rules. I think there's some truth to the point someone made about spellcasters having more tactical options than fighters in C&C. That's the nature of spells. They're like firearms or smoke grenades or any advance in weapon tech. They provide new tactical options. Yet, fighters are my favorite class & I prefer "rules light" games. I don't might the spell casters bringing tactical advantages to the party. They've got tactical weaknesses as well. We need each other. I don't need subtactical options to compensate me for any imbalance. I think that subtactical combat systems are good (besides as side-alone wargames) in roleplaying games if you're playing solo. (1 player & 1 DM.) Because tactics play more of a part at the "squad" level. [/QUOTE]
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