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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="N01H3r3" data-source="post: 6685526" data-attributes="member: 6799909"><p>So you see my dilemma.</p><p></p><p></p><p>A lot of 'issues' with RPGs come more from a behavioural perspective than a mechanical one - trying to solve these behavioural issues with rules can, in my experience, produce more problems than they solve.</p><p></p><p>The issue you reiterate here is one little different to the GM deciding to do the same things in D&D or another traditional system. As I mentioned in my previous post, "rocks fall, everyone dies" is an entirely possible outcome of traditional games and the limitless powers of the GM to step outside the rules. We don't legislate our way around those problems, we talk to players and GMs and establish common assumptions for gaming, or we stop playing with people who play or GM in ways that we find disruptive of or deleterious to our enjoyment.</p><p></p><p>The difference here is that there's a mechanic in play here, rather than GM fiat.</p><p></p><p></p><p>Considering the amount of feedback we get - direct feedback, rather than on forums (because there are multiple channels to give feedback) - I can't say for certain whether or not people who don't like the system form any sort of majority.</p><p></p><p>Beyond that, there's a point at which you have to make the game you want to make, rather than the game that someone else wants you to make. Sure, people don't always know why they don't like something, but as often, people may not know if they like something until they try it - the things that people know they like are the things they've already experienced, after all, and that cannot account for things they've never experienced.</p><p></p><p></p><p>It's helpful, and everything gets noted down and considered later anyway, but "actual play" tends to get more weight.</p></blockquote><p></p>
[QUOTE="N01H3r3, post: 6685526, member: 6799909"] So you see my dilemma. A lot of 'issues' with RPGs come more from a behavioural perspective than a mechanical one - trying to solve these behavioural issues with rules can, in my experience, produce more problems than they solve. The issue you reiterate here is one little different to the GM deciding to do the same things in D&D or another traditional system. As I mentioned in my previous post, "rocks fall, everyone dies" is an entirely possible outcome of traditional games and the limitless powers of the GM to step outside the rules. We don't legislate our way around those problems, we talk to players and GMs and establish common assumptions for gaming, or we stop playing with people who play or GM in ways that we find disruptive of or deleterious to our enjoyment. The difference here is that there's a mechanic in play here, rather than GM fiat. Considering the amount of feedback we get - direct feedback, rather than on forums (because there are multiple channels to give feedback) - I can't say for certain whether or not people who don't like the system form any sort of majority. Beyond that, there's a point at which you have to make the game you want to make, rather than the game that someone else wants you to make. Sure, people don't always know why they don't like something, but as often, people may not know if they like something until they try it - the things that people know they like are the things they've already experienced, after all, and that cannot account for things they've never experienced. It's helpful, and everything gets noted down and considered later anyway, but "actual play" tends to get more weight. [/QUOTE]
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