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How can we sleep while our game is burning? Or, how many problems?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9217832" data-attributes="member: 18"><p>I don't know if I've ever seen an RPG with less than 3 problems!</p><p></p><p>I mean, maybe Dungeon World only had like 1-2 problems? I guess that's the least problems I've seen.</p><p></p><p>I'm very confused by this 1-2-3 phrasing though. I would have thought something like:</p><p></p><p>1) Mechanical problems don't cause me to stop running a game, ever.</p><p></p><p>2) It takes multiple major mechanical issues to stop me running a game.</p><p></p><p>3) A couple of notable and frequently-occuring major mechanical issues cause me to stop.</p><p></p><p>4) Even relatively minor/rare mechanical issues make me want to stop running a game.</p><p></p><p>Generally we've made decision as a group on this, and they're usually more holistic. For example:</p><p></p><p>A) Champion: The Next Millennium - Everyone was pretty excited about this until we actually ran it, and a single combat, which would have a been about a comic's worth of punching (I mean, a solid fight with multiple real villains but not an epic smackdown) took 5+ hours to run. So we were done.</p><p></p><p>B) 3.XE slooooooooowly drove us away, just by being so un-fun, and so focused on design that didn't support playing D&D in a fun way, rather just a ridiculously mechanically complex way. The fact that it was "D&D" kept us playing years longer than we otherwise would have.</p><p></p><p>C) Lore rather than rules changes and a changed tone kind of stopped us playing V:tM after Revised. It wasn't even an angry decision or anything, just "I guess they don't want us playing it, guys".</p><p></p><p>D) 4E, when combat length got so long it was like we were playing 3.XE, we started looking at other RPGs instead.</p><p></p><p>Hmmmm interesting, in 3 out of 4 there combat length was a major factor for us. Seems like we really don't like combat that drags on, even though we do like tactical combat.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9217832, member: 18"] I don't know if I've ever seen an RPG with less than 3 problems! I mean, maybe Dungeon World only had like 1-2 problems? I guess that's the least problems I've seen. I'm very confused by this 1-2-3 phrasing though. I would have thought something like: 1) Mechanical problems don't cause me to stop running a game, ever. 2) It takes multiple major mechanical issues to stop me running a game. 3) A couple of notable and frequently-occuring major mechanical issues cause me to stop. 4) Even relatively minor/rare mechanical issues make me want to stop running a game. Generally we've made decision as a group on this, and they're usually more holistic. For example: A) Champion: The Next Millennium - Everyone was pretty excited about this until we actually ran it, and a single combat, which would have a been about a comic's worth of punching (I mean, a solid fight with multiple real villains but not an epic smackdown) took 5+ hours to run. So we were done. B) 3.XE slooooooooowly drove us away, just by being so un-fun, and so focused on design that didn't support playing D&D in a fun way, rather just a ridiculously mechanically complex way. The fact that it was "D&D" kept us playing years longer than we otherwise would have. C) Lore rather than rules changes and a changed tone kind of stopped us playing V:tM after Revised. It wasn't even an angry decision or anything, just "I guess they don't want us playing it, guys". D) 4E, when combat length got so long it was like we were playing 3.XE, we started looking at other RPGs instead. Hmmmm interesting, in 3 out of 4 there combat length was a major factor for us. Seems like we really don't like combat that drags on, even though we do like tactical combat. [/QUOTE]
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How can we sleep while our game is burning? Or, how many problems?
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