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How Crunchy is Too Crunchy, For You Personally
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<blockquote data-quote="ShinHakkaider" data-source="post: 9298943" data-attributes="member: 9213"><p>I guess I'm the opposite of a lot of people here, I don’t like and pretty much refuse to play rules light systems unless I know and REALLY trust the person running them. Too much GM fiat and making things up as we go along. I don’t mind SOME of that as no system is going to be able to cover every situation but I find that too many rules light systems pass too much of the processing on to the GM.</p><p></p><p>I grew up playing crunch heavy games like GURPS and HERO System and Role-Master and Palladium. When I was younger in my teen years I was AWFUL at math, EXCEPT when it came to RPG’s.. I was working out Mekton Zeta’s system for constructing mecha from scratch all because I wanted to build my own version of the Original Auge or the L-Gaim MkII from Juusenki L-Gaim. </p><p></p><p>My games of preference for Fantasy TTRPG’s are Pathfinder 1e and 2e. I’m not afraid of the options those games present and I’d argue that PF2e is considerable LESS crunchy than PF1e. If I was going to run a superhero game it would be Mutants and Masterminds and not some barely there rules light game. All of this is fine as because it self-selects the audience for the games I’m interested in playing and running. Not to sound like a snob but I’d just as soon as not play with anyone who balks at basic addition and subtraction being too much math. This is not me inviting debate, it’s just my preference.</p><p></p><p>I've also found that when teaching new players crunchier games it's best to take a lot of the initial processing off of their plate and only focus on the essentials for the game and just EASE them into things. So pre-made character sheets, different kinds of encounters that focus on specific mechanics so they get an idea of how things work. I don't abandon them to figure out / calculate certain things on their own. It's a team based game usually so at the table we're also a team when a player needs help. Then as the games / sessions progress we start to off-load more and more back on to the player as they get more comfortable with things.</p></blockquote><p></p>
[QUOTE="ShinHakkaider, post: 9298943, member: 9213"] I guess I'm the opposite of a lot of people here, I don’t like and pretty much refuse to play rules light systems unless I know and REALLY trust the person running them. Too much GM fiat and making things up as we go along. I don’t mind SOME of that as no system is going to be able to cover every situation but I find that too many rules light systems pass too much of the processing on to the GM. I grew up playing crunch heavy games like GURPS and HERO System and Role-Master and Palladium. When I was younger in my teen years I was AWFUL at math, EXCEPT when it came to RPG’s.. I was working out Mekton Zeta’s system for constructing mecha from scratch all because I wanted to build my own version of the Original Auge or the L-Gaim MkII from Juusenki L-Gaim. My games of preference for Fantasy TTRPG’s are Pathfinder 1e and 2e. I’m not afraid of the options those games present and I’d argue that PF2e is considerable LESS crunchy than PF1e. If I was going to run a superhero game it would be Mutants and Masterminds and not some barely there rules light game. All of this is fine as because it self-selects the audience for the games I’m interested in playing and running. Not to sound like a snob but I’d just as soon as not play with anyone who balks at basic addition and subtraction being too much math. This is not me inviting debate, it’s just my preference. I've also found that when teaching new players crunchier games it's best to take a lot of the initial processing off of their plate and only focus on the essentials for the game and just EASE them into things. So pre-made character sheets, different kinds of encounters that focus on specific mechanics so they get an idea of how things work. I don't abandon them to figure out / calculate certain things on their own. It's a team based game usually so at the table we're also a team when a player needs help. Then as the games / sessions progress we start to off-load more and more back on to the player as they get more comfortable with things. [/QUOTE]
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