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How can we sleep while our game is burning? Or, how many problems?
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<blockquote data-quote="Celebrim" data-source="post: 9217405" data-attributes="member: 4937"><p>I have never met a well-designed RPG rules set. Every single one of them, even the ones I admire, always ends up with hundreds of pages of house rules. I can't imagine what a system would be like if it only had like 3 minor flaws rather than 300 or 3000.</p><p></p><p>The only system I have ever abandoned is GURPS, and that's because the fix of GURPS would ultimately look so little like GURPS that there would be no point in calling it GURPS. That was the first rule set that I admired that upon running realized the rules problems were so daunting that I couldn't save it and make it a functional game. There are plenty of rules sets I've looked at, shook my head in disbelief, and just decided not to run the system, but that's the only one I've started and thought, "What a horrible mistake I have made."</p><p></p><p>UPDATE: OK, on reflection it may be more than one. I abandoned Mouse Guard which like GURPS read very well after one experimental session playing it with my daughter where it was obvious that the game could not work as written and you'd be better off with a completely different system. </p><p></p><p>Also, you could say I abandoned 1e as I spent a lot of time trying to make that ruleset work and did move on to other rules sets and game systems. But it wasn't so much that I gave up on D&D as I also burned out on it. And my attempts to find an alternative such as GURPS only led to increasing my admiration for the system. When 3e D&D came out I treated it like the house rules for 1e AD&D that I'd always wanted but hadn't had the skill at the time to actually create.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9217405, member: 4937"] I have never met a well-designed RPG rules set. Every single one of them, even the ones I admire, always ends up with hundreds of pages of house rules. I can't imagine what a system would be like if it only had like 3 minor flaws rather than 300 or 3000. The only system I have ever abandoned is GURPS, and that's because the fix of GURPS would ultimately look so little like GURPS that there would be no point in calling it GURPS. That was the first rule set that I admired that upon running realized the rules problems were so daunting that I couldn't save it and make it a functional game. There are plenty of rules sets I've looked at, shook my head in disbelief, and just decided not to run the system, but that's the only one I've started and thought, "What a horrible mistake I have made." UPDATE: OK, on reflection it may be more than one. I abandoned Mouse Guard which like GURPS read very well after one experimental session playing it with my daughter where it was obvious that the game could not work as written and you'd be better off with a completely different system. Also, you could say I abandoned 1e as I spent a lot of time trying to make that ruleset work and did move on to other rules sets and game systems. But it wasn't so much that I gave up on D&D as I also burned out on it. And my attempts to find an alternative such as GURPS only led to increasing my admiration for the system. When 3e D&D came out I treated it like the house rules for 1e AD&D that I'd always wanted but hadn't had the skill at the time to actually create. [/QUOTE]
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