MoogleEmpMog
First Post
Games with incomplete rules, which rely on GM fiat to stand in the place of good design work, do not interest me as either a player or a GM, but I could tolerate GMing them while I would never consent to play them.
Games with complete rules, be they one page or one thousand, interest me as both a player and a GM. In general, games with complete rules offer roughly the same level of player empowerment. The only exceptions I can think of are games like WHFR, which is highly random and thus disempowers both players and GMs, HERO, which is effects-based and thus empowers players more, and games that grant narrative control to players, which (obviously) empower players more.
I don't see, for example, True20 or FATE or Savage Worlds as requiring any greater degree of GM fiat than HERO or d20. Frankly, I don't see them as offering fewer options to the players than d20; FATE, arguably, offers even more options than HERO and leaps and bounds more than d20. FATE incorporates some degree of player fiat/narrative control (and is at least as player-empowering as d20, if not much moreso), while True20 and Savage Worlds are just more concise, but still rules-complete, traditional RPGs and offer the same degree of player empowerment.
Games with complete rules, be they one page or one thousand, interest me as both a player and a GM. In general, games with complete rules offer roughly the same level of player empowerment. The only exceptions I can think of are games like WHFR, which is highly random and thus disempowers both players and GMs, HERO, which is effects-based and thus empowers players more, and games that grant narrative control to players, which (obviously) empower players more.
I don't see, for example, True20 or FATE or Savage Worlds as requiring any greater degree of GM fiat than HERO or d20. Frankly, I don't see them as offering fewer options to the players than d20; FATE, arguably, offers even more options than HERO and leaps and bounds more than d20. FATE incorporates some degree of player fiat/narrative control (and is at least as player-empowering as d20, if not much moreso), while True20 and Savage Worlds are just more concise, but still rules-complete, traditional RPGs and offer the same degree of player empowerment.