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<blockquote data-quote="pemerton" data-source="post: 5950186" data-attributes="member: 42582"><p>That sounds right to me. I think this is where the "board game" issue comes from.</p><p></p><p>Whereas I think a more process-simulation enging like 3E is seen to deliver some sort of story, and some sort of engagement with the fiction, <em>even when just being played at the shallow mechanical level</em>, just because of the way its action resolution mechanics are more tightly correlated with particular processes and events within the fiction.</p><p></p><p>I think that's a nice way of putting it.</p><p></p><p>The circumstance in which I've most enjoyed RQ, Stormbringer, Elric, Pendragon and CoC is in tournament play, with a strong scenario and a capable GM. The mechanics are so transparent and easy to read that their is no confusion about who your PC is or what his/her place is within the fiction. With a good, evocative GM the mechanics support rather than impede immersion in the shared imaginary situation. And because it's a one-shot, it doesn't matter if, in the bloody climax, your PC dies.</p><p></p><p>(A Rolemaster character sheet is a bit more detailed than an RQ one (it has more fiddly bits) but with that caveat is almost as transparent (to see how good your guy is at fighting, for example, or jumping, all you have to do is look at the relevant skill bonus). But the action rseolution mechanics are more intricate, especially in combat, and so it can take a reasonable amount of play to actually get a feel for what your PC can and can't do well.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5950186, member: 42582"] That sounds right to me. I think this is where the "board game" issue comes from. Whereas I think a more process-simulation enging like 3E is seen to deliver some sort of story, and some sort of engagement with the fiction, [I]even when just being played at the shallow mechanical level[/I], just because of the way its action resolution mechanics are more tightly correlated with particular processes and events within the fiction. I think that's a nice way of putting it. The circumstance in which I've most enjoyed RQ, Stormbringer, Elric, Pendragon and CoC is in tournament play, with a strong scenario and a capable GM. The mechanics are so transparent and easy to read that their is no confusion about who your PC is or what his/her place is within the fiction. With a good, evocative GM the mechanics support rather than impede immersion in the shared imaginary situation. And because it's a one-shot, it doesn't matter if, in the bloody climax, your PC dies. (A Rolemaster character sheet is a bit more detailed than an RQ one (it has more fiddly bits) but with that caveat is almost as transparent (to see how good your guy is at fighting, for example, or jumping, all you have to do is look at the relevant skill bonus). But the action rseolution mechanics are more intricate, especially in combat, and so it can take a reasonable amount of play to actually get a feel for what your PC can and can't do well.) [/QUOTE]
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