Drifter Bob
First Post
hong said:Geez d00d, hasn't your head recovered from that explodiation yet?
I'm sorry, would you care to translate that into English?
DB
hong said:Geez d00d, hasn't your head recovered from that explodiation yet?
Smirk. Obviously not.Drifter Bob said:I'm sorry, would you care to translate that into English?
DB
diaglo said:i don't see a choice in the poll for me.
i'm an old fogey. and my hat of d02 knows no limit.![]()
Wow. We've seen very different games of Vampire. It's possible, however unlikely, that the designers of Vampire were aiming at a mature audience. In my experience, they seem to have hit a "mature" audience, i.e. a group primarily composed of angsty adolescents who are looking for a way to parley their roleplaying game into a RL sexual escapade. YMMV, of course. And I have seen one group of Vampire players that seemed interested in something other than having an excuse to be freaky in public, but they were the exception rather than the rule.Aeric said:It's funny...games like D&D, which on the surface seem intended for a less-mature audience, have systems which are more complicated than games aimed at an older and/or more mature demographic, such as Vampire. I would rather use the White Wolf system to introduce a new player to the idea of roleplaying than D&D (a situation I currently find myself in). And yet, if that same player was younger in age, I would prefer the more complicated system that lacked all of the mature themes one would find in a game like Vampire.
Have you ever seen what happens when a power-gamer gets into a game of Mage? Major bad mojo. The ruleset is so sparse and vague that it's incredibly open to abuse. Maybe you play with a group of hard-core storytellers who don't do so, but that makes you the exception in terms of gamer demographics, as far as I can tell.This trend of simpler rules for more mature games tells me that the people in the industry think that once we get to a certain age, we realize just how irrelevant most of the rules are and start focusing on what is really important: the story. Then again, I know plenty of people who are in their 40s that are perfectly happy with hack-and-slash. To each his own, I guess.
Drifter Bob said:Once again, you are missing my point, or we are talking past each other. Fafhred and Gray mouser did constantly deal with real life issues like being broke, or being hungry, or being on the lam, or getting religion, or falling in love, whatever. Of course it's there when it's important to the story. I don't advocate a game where you pay bills all day, but introducing some of these mundane elements can make a game seem more internally consistent and immersive, and can also bring in all kinds of plot hooks.
Kamikaze Midget said:I disagree...I think more rules = more ease of play, and nothing negative is assumed about it. This codified set of rules allows me to allow everyone to use their imagination to it's fullest extent without having to be near-omniscient and mirco-managing all their options. I can be reasonably confident, with this ruleset, that if someone has a good idea, I can implement it in a way that will be fun for everyone. And if they don't have a good idea, they can still choose an option that's fun for everyone.
Stormfalcon said:I happen to be one of those who disagree. Remember, Rule Zero is your friend. If you and your group think that the rules, for whatever reason, doesn't serve your game properly, then modify or ditch whatever it is that isn't working out for you and work out something else as an alternate. Find another game or setting if need be. Just find or do something that works for you and your group.
Planesdragon said:Spoke like a zealous atheist.
To quote myself: "Black and White are also shades of grey." IME, games that remove black and white are usually less "mature" and more "wrongheaded." Vampire, In Nomine, Demon:The Fallen, and a slew of other "grey" games had absolute good and evil extant.
In fact, the most "mature" games are probably those that take out "forces of grey" and let black and white make grey the right way--by blending.
Drifter Bob said:I have seen frequent arguments on this and other forums, as to how DnD has changed since 'the old days', whether the new generations of players and the influence of CRPG's and card games have 'dumbed down' DnD or not. Whether the changes within each subsequent generation of rules have perhaps unwittingly tended to support this trend, and encouraged "roll playing" and munchkinism at the expense of actual old-school role playing, leading to a decrease in the sophistication of plot in favor of better balanced rules.