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How much does the RPG system actually matter....for player enjoyment?
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<blockquote data-quote="Nagol" data-source="post: 6162570" data-attributes="member: 23935"><p>Not true. My group approaches D&D very differently than they approach <em>Teenagers from Outer Space</em> or even a superheroic <em>CHAMPIONS</em> game. They are certainly approaching the <em>Conspiracy-X</em> inspired game very differently than my previous D&D 3.5 game.</p><p></p><p>I did have one period where the players got somewhat 'stuck' in a rut. Many years ago, I grew tired of the player always taking insane risks and always trying to go toe to toe with things obviously portrayed as immediately beyond them regardless of genre of the game. It led to a somewhat revolving door of new characters and a loss of campaign continuity in genres where such change didn't fit well.</p><p></p><p>I told the group the next game was a limited-run investigative horror game. The twist of the campaign was each player only had their original character. No one could bring in any type of replacement for the length of the campaign. The players adapted a slightly more cautious approach. After the first death, the players changed their play style much more. No one else died through the course of the run.</p><p></p><p>I find the key is the DM communicating the genre expectations and choosing a system that supports rather than fights that choice. A proper system naturally guides player choices to those appropriate for the type of game desired -- the rule set makes obvious what behaviours get rewarded, the general level of difficulty expected for various tasks, what type of resources are likely available, and which behaviours generate neutral or worse consequences. Choosing a rule set that matches table expectations for the campaign makes things operate much more smoothly.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6162570, member: 23935"] Not true. My group approaches D&D very differently than they approach [I]Teenagers from Outer Space[/I] or even a superheroic [I]CHAMPIONS[/I] game. They are certainly approaching the [I]Conspiracy-X[/I] inspired game very differently than my previous D&D 3.5 game. I did have one period where the players got somewhat 'stuck' in a rut. Many years ago, I grew tired of the player always taking insane risks and always trying to go toe to toe with things obviously portrayed as immediately beyond them regardless of genre of the game. It led to a somewhat revolving door of new characters and a loss of campaign continuity in genres where such change didn't fit well. I told the group the next game was a limited-run investigative horror game. The twist of the campaign was each player only had their original character. No one could bring in any type of replacement for the length of the campaign. The players adapted a slightly more cautious approach. After the first death, the players changed their play style much more. No one else died through the course of the run. I find the key is the DM communicating the genre expectations and choosing a system that supports rather than fights that choice. A proper system naturally guides player choices to those appropriate for the type of game desired -- the rule set makes obvious what behaviours get rewarded, the general level of difficulty expected for various tasks, what type of resources are likely available, and which behaviours generate neutral or worse consequences. Choosing a rule set that matches table expectations for the campaign makes things operate much more smoothly. [/QUOTE]
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