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<blockquote data-quote="robconley" data-source="post: 7733149" data-attributes="member: 5636"><p>While interesting if you want to make the next Settlers of Catan, Munchkin, or Magic the Gathering, it not helpful with RPGs. The trick with RPG adventures is not loops, atoms, or any particular game mechanics. It imagining an interesting situation. Then making up the locales and personae involved with that situation. And the motivations and personalities of the personaes. Then throwing the PCs into the mix to see how it shakes out.</p><p></p><p>With Settlers of Catan the point is to play the game and to win via the victory conditions. In contrast RPGs are about a referee creating an experience that players hopefully find interest. The rules of a wargame focused on individual characters is used to resolve things when the outcome is uncertain. </p><p></p><p>Regardless of whether you use Microlite or GURPS the process is the same for all RPGs. The circumstances of the character are described by the referee, the players decide what to do as if he there as the characters, the referee then tells the players what were the result of the action. When the result is uncertain, like swinging a sword, then dice is rolled using the rules of the game.</p><p></p><p>What makes a good set of rules for a given group is whether; they account for the factors that the players and referee think are important, is it resolved in timely manners, and does it make sense in terms of the setting of the campaign? For the best rules set the answer is yes to all three for a given group. But in the end it about preference, while Microlite doesn't account for all the things that GURPS does, some group don't care and appreciate how Microlite resolves things. The same with GURPS and other RPGs.</p></blockquote><p></p>
[QUOTE="robconley, post: 7733149, member: 5636"] While interesting if you want to make the next Settlers of Catan, Munchkin, or Magic the Gathering, it not helpful with RPGs. The trick with RPG adventures is not loops, atoms, or any particular game mechanics. It imagining an interesting situation. Then making up the locales and personae involved with that situation. And the motivations and personalities of the personaes. Then throwing the PCs into the mix to see how it shakes out. With Settlers of Catan the point is to play the game and to win via the victory conditions. In contrast RPGs are about a referee creating an experience that players hopefully find interest. The rules of a wargame focused on individual characters is used to resolve things when the outcome is uncertain. Regardless of whether you use Microlite or GURPS the process is the same for all RPGs. The circumstances of the character are described by the referee, the players decide what to do as if he there as the characters, the referee then tells the players what were the result of the action. When the result is uncertain, like swinging a sword, then dice is rolled using the rules of the game. What makes a good set of rules for a given group is whether; they account for the factors that the players and referee think are important, is it resolved in timely manners, and does it make sense in terms of the setting of the campaign? For the best rules set the answer is yes to all three for a given group. But in the end it about preference, while Microlite doesn't account for all the things that GURPS does, some group don't care and appreciate how Microlite resolves things. The same with GURPS and other RPGs. [/QUOTE]
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