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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8999379" data-attributes="member: 82106"><p>Again, there's a significant degree to which I agree/sympathize with your point of view. OTOH RPGs are not nearly as simple as, let us say, eurogames. They are not even close to as simple as CRPGs, even though the two game genre share some traits. RIFTS (Kevin's games in general) are, from a pure rules perspective, train wrecks to put it bluntly. This is still a great game in terms of being a fun thing to play with! I mean, its not exactly my cup of tea amongst RPGs, but I've seen a LOT of people having quite a bit of fun with it. I've had quite a bit of fun with other games who's mechanical construction I heavily question too, like Gamma World 1e. AD&D even falls to a degree into this category, with 1e's rules being famously pretty much unplayable as written, though the INTENT is pretty coherent. I think that's key here, these games generally have pretty coherent visions of what they're trying to do, its just hard to get right, and there's so little money in the whole industry (especially in earlier decades) that game designers simply got their ideas out there in SOME form and hoped for the best. I don't think its fair to call those efforts 'terrible' or even 'badly designed'. Heck, in many cases I think the term 'designed' may be a bit heavy weight compared to what actually happened!! I mean, my friends and I hacked together a couple of rule sets for our RPG play for specific things, its more just doing whatever works. Some of that kind of stuff (not ours) got published. Good/bad, I find it hard to apply those terms.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8999379, member: 82106"] Again, there's a significant degree to which I agree/sympathize with your point of view. OTOH RPGs are not nearly as simple as, let us say, eurogames. They are not even close to as simple as CRPGs, even though the two game genre share some traits. RIFTS (Kevin's games in general) are, from a pure rules perspective, train wrecks to put it bluntly. This is still a great game in terms of being a fun thing to play with! I mean, its not exactly my cup of tea amongst RPGs, but I've seen a LOT of people having quite a bit of fun with it. I've had quite a bit of fun with other games who's mechanical construction I heavily question too, like Gamma World 1e. AD&D even falls to a degree into this category, with 1e's rules being famously pretty much unplayable as written, though the INTENT is pretty coherent. I think that's key here, these games generally have pretty coherent visions of what they're trying to do, its just hard to get right, and there's so little money in the whole industry (especially in earlier decades) that game designers simply got their ideas out there in SOME form and hoped for the best. I don't think its fair to call those efforts 'terrible' or even 'badly designed'. Heck, in many cases I think the term 'designed' may be a bit heavy weight compared to what actually happened!! I mean, my friends and I hacked together a couple of rule sets for our RPG play for specific things, its more just doing whatever works. Some of that kind of stuff (not ours) got published. Good/bad, I find it hard to apply those terms. [/QUOTE]
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