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<blockquote data-quote="Argyle King" data-source="post: 5424287" data-attributes="member: 58416"><p>Right, I addressed that there are times when a rule is discovered to work better a different way. Indeed, that can lead to wanting to design a new edition and evolve the game. I'd even go so far as to say that evolution of the game for the purpose of making the rules better and more functional is healthy.</p><p> </p><p>However, it's not necessarily true that printing more books requires printing rules which deviate from the core. </p><p> </p><p>I wasn't suggesting that there's never a time when a game needs to evolve; I was stating that I disagree with the idea that more suppliments = more required rules in all cases.</p><p> </p><p>edit: Now, in GURPS 4E there are suppliments which contain "new" rules. I say "new" because while there are some new options included, they are still based upon the same core concepts; with very few exceptions*, there aren't rules introduce which require changes to be made to the core. Also, the options are... well, optional. I can do everything with the Basic Set that I can do with the other books I have; the other books just showcase some really good worked examples and alternate ways I may not have considered of how to do some of the things I want to do. They're also written by people who have a much better grasp of game design than I do, so they often have advice which is valuable no matter what system I'm playing, and they often have ways of doing things which are better than what I had come up with myself.</p><p> </p><p>*Thaumatology would be an exception because one of the purposes of that book is to showcase different ways of handling magic which break from the established system in the core books. In the case of something like Low-Tech, there are <em>optional</em> rules made available for those who want more in depth detail for things like how certain types of armor should more realistically react to being hit by certain types of weapons. The core concepts still function the same way regardless of if I use those rules or not. The only thing which changes is what level of depth or what level of abstraction I want.</p><p> </p><p>None of this is to mean that there still aren't times when I choose to modify a rule. There are times when I do that. However, that's somewhat par for the game considering that part of the ideals behind a universal system is to allow customization to better suit the experience I want.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5424287, member: 58416"] Right, I addressed that there are times when a rule is discovered to work better a different way. Indeed, that can lead to wanting to design a new edition and evolve the game. I'd even go so far as to say that evolution of the game for the purpose of making the rules better and more functional is healthy. However, it's not necessarily true that printing more books requires printing rules which deviate from the core. I wasn't suggesting that there's never a time when a game needs to evolve; I was stating that I disagree with the idea that more suppliments = more required rules in all cases. edit: Now, in GURPS 4E there are suppliments which contain "new" rules. I say "new" because while there are some new options included, they are still based upon the same core concepts; with very few exceptions*, there aren't rules introduce which require changes to be made to the core. Also, the options are... well, optional. I can do everything with the Basic Set that I can do with the other books I have; the other books just showcase some really good worked examples and alternate ways I may not have considered of how to do some of the things I want to do. They're also written by people who have a much better grasp of game design than I do, so they often have advice which is valuable no matter what system I'm playing, and they often have ways of doing things which are better than what I had come up with myself. *Thaumatology would be an exception because one of the purposes of that book is to showcase different ways of handling magic which break from the established system in the core books. In the case of something like Low-Tech, there are [I]optional[/I] rules made available for those who want more in depth detail for things like how certain types of armor should more realistically react to being hit by certain types of weapons. The core concepts still function the same way regardless of if I use those rules or not. The only thing which changes is what level of depth or what level of abstraction I want. None of this is to mean that there still aren't times when I choose to modify a rule. There are times when I do that. However, that's somewhat par for the game considering that part of the ideals behind a universal system is to allow customization to better suit the experience I want. [/QUOTE]
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