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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="overgeeked" data-source="post: 9097377" data-attributes="member: 86653"><p>Exactly. They're all RPGs because you're playing a character, but they are clearly different kinds of RPGs. Different genres of games, but not in a fantasy vs sci-fi vs pulp sense. They have different design goals. This one's a survival game, that one's a 4X game, that other one is a shooter or beat 'em up game. </p><p></p><p>While not generic, games like D&D and Pathfinder are more...broad...more like life sim games. Where you're meant to inhabit the character more, I guess. And the mechanics try to cover (almost) everything you can do in that character's life. Which leads to sprawling design and a voracious need for ever more rules to cover things and ever more complicated subsystems.</p><p></p><p>As a player there's no difference except saving the money. You have a document to reference. </p><p></p><p>The referee at your table running that FKR game just might be a professional game designer. No reason to assume they cannot be trusted to design things. Further, no reason to assume the stuff the pros put out is inherently better than everything else. I've bought professionally designed stinkers. I'm sure you have, too.</p><p></p><p>Worse than what? The people at the table arguing about what the book really means? Okay. How are those arguments usually resolved? The referee makes a decision and the game moves on. So, why do you need the rulebook in the first place? You don't. If there's any question, the referee makes the call regardless of what the book says. The referee is the final authority of the game. What they say goes. Not the rulebook. You trust them to make those calls. If you don't, don't play with them. It's the same with FKR only you save money by not buying an overpriced coffee-table art book. Spend that on movies or novels or comics instead. Use those as your reference works.</p><p></p><p>It's an illusion of empowerment. The referee still makes the final call regardless of what the rulebook says. The rulebooks also specifically call this out with whatever variation of Rule Zero they use. The rulebook cannot protect the player from the referee. Never has, never will as long as there is such a thing as a referee making calls. </p><p></p><p>Take 5E as an example. The referee still sets all the DCs, still determines all the monsters that show up, how all the NPCs act and react, etc. Yes, you can point to the athletics section of the Strength ability rules to say this or that, but whether your athletics skill is relevant or not is up to the referee. Whether the DC of that athletics check is 5 or 50 is also up to the referee.</p><p></p><p>As someone who's actually done it, you'd be wrong. It's orders of magnitude <em>less</em> work. </p><p></p><p>Again, it's an illusion. The referee still has to make final the call. And either the player trusts them to do so or they don't.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9097377, member: 86653"] Exactly. They're all RPGs because you're playing a character, but they are clearly different kinds of RPGs. Different genres of games, but not in a fantasy vs sci-fi vs pulp sense. They have different design goals. This one's a survival game, that one's a 4X game, that other one is a shooter or beat 'em up game. While not generic, games like D&D and Pathfinder are more...broad...more like life sim games. Where you're meant to inhabit the character more, I guess. And the mechanics try to cover (almost) everything you can do in that character's life. Which leads to sprawling design and a voracious need for ever more rules to cover things and ever more complicated subsystems. As a player there's no difference except saving the money. You have a document to reference. The referee at your table running that FKR game just might be a professional game designer. No reason to assume they cannot be trusted to design things. Further, no reason to assume the stuff the pros put out is inherently better than everything else. I've bought professionally designed stinkers. I'm sure you have, too. Worse than what? The people at the table arguing about what the book really means? Okay. How are those arguments usually resolved? The referee makes a decision and the game moves on. So, why do you need the rulebook in the first place? You don't. If there's any question, the referee makes the call regardless of what the book says. The referee is the final authority of the game. What they say goes. Not the rulebook. You trust them to make those calls. If you don't, don't play with them. It's the same with FKR only you save money by not buying an overpriced coffee-table art book. Spend that on movies or novels or comics instead. Use those as your reference works. It's an illusion of empowerment. The referee still makes the final call regardless of what the rulebook says. The rulebooks also specifically call this out with whatever variation of Rule Zero they use. The rulebook cannot protect the player from the referee. Never has, never will as long as there is such a thing as a referee making calls. Take 5E as an example. The referee still sets all the DCs, still determines all the monsters that show up, how all the NPCs act and react, etc. Yes, you can point to the athletics section of the Strength ability rules to say this or that, but whether your athletics skill is relevant or not is up to the referee. Whether the DC of that athletics check is 5 or 50 is also up to the referee. As someone who's actually done it, you'd be wrong. It's orders of magnitude [I]less[/I] work. Again, it's an illusion. The referee still has to make final the call. And either the player trusts them to do so or they don't. [/QUOTE]
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