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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 379873" data-attributes="member: 6533"><p><strong>WEG</strong></p><p></p><p>My problem with WEG was that it felt almost too easy. That seemed to me to aggravate the problems players have with licenses.</p><p></p><p>Seemed to me that the system tended to dampen player initiative and creative. It felt like once the players had done everything that felt like they should be able to do from the movies and fiction and what not they couldn't figure out what else was cool to do from the world descriptions in the rules.</p><p></p><p>Maybe that sort of thing is just an issue for me, but I hate running things in which the players aren't a really active part of the input.</p><p></p><p>I suppose Mage is kind of the other end of that effect. Too much player input demanded and dealt with. Seemed like most GMs either couldn't handle properly eccentric players and couldn't develop them when the players wouldn't come up with them.</p><p></p><p>Another White Wolf fiasco was Mummy. That was such a neat concept for characters and storyline. Noone I knew ever played it though, and they hated me trying to play one.</p><p></p><p>I think they were too noble and complex for an RPG.</p><p></p><p>As much as we complain about evil being simple in most RPGs, noone deals well with the idea of complicated transcendent good.</p><p></p><p>I think the prior comment about St. Francis and banality sums it up nicely.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 379873, member: 6533"] [b]WEG[/b] My problem with WEG was that it felt almost too easy. That seemed to me to aggravate the problems players have with licenses. Seemed to me that the system tended to dampen player initiative and creative. It felt like once the players had done everything that felt like they should be able to do from the movies and fiction and what not they couldn't figure out what else was cool to do from the world descriptions in the rules. Maybe that sort of thing is just an issue for me, but I hate running things in which the players aren't a really active part of the input. I suppose Mage is kind of the other end of that effect. Too much player input demanded and dealt with. Seemed like most GMs either couldn't handle properly eccentric players and couldn't develop them when the players wouldn't come up with them. Another White Wolf fiasco was Mummy. That was such a neat concept for characters and storyline. Noone I knew ever played it though, and they hated me trying to play one. I think they were too noble and complex for an RPG. As much as we complain about evil being simple in most RPGs, noone deals well with the idea of complicated transcendent good. I think the prior comment about St. Francis and banality sums it up nicely. [/QUOTE]
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