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General Tabletop Discussion
*TTRPGs General
How much does the system matter?
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<blockquote data-quote="rogueattorney" data-source="post: 5014557" data-attributes="member: 17551"><p>There are few different issues here:</p><p></p><p>1. System does matter more than I think a lot of people will admit. The mechanics of a game will have a ton of input into how the players want to play the game. A simple example: Game A takes 5 minutes to create a character; Game B takes 45 minutes to create a character; In which game will character lethality be more acceptable to the players?</p><p></p><p>2. Does the system match the style of game the players want to play? In the 80's I saw way too many people bang their head against the wall of D&D when they clearly would have been much happier with something more like Harnmaster or Pendragon. Or in my case, where extensive character building is something that frustrates me to no end, 3.x e is simply not the game for me; I'm much happier with Tunnels & Trolls, for example.</p><p></p><p>3. Finally, a good group does cure a lot of ills. But I'm reminded of Roger Ebert's comments on some films... "Would this be just as interesting if instead of this film, I were hanging out with these actors while they were having an engaging conversation?" Which is to say, if I would be having just as much fun knocking back a couple cold ones and shooting the breeze with my buddies, what exactly is the rpg adding to the equation?* Too much of the "does system matter?" conversation revolves around whether the system is a negative factor, and not enough of it concentrates on the additive qualities of the system.</p><p></p><p>*I believe, "It's an acceptable excuse to my wife to have my buddies over to knock back a couple cold ones and shoot the breeze," is a good answer to the question.</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 5014557, member: 17551"] There are few different issues here: 1. System does matter more than I think a lot of people will admit. The mechanics of a game will have a ton of input into how the players want to play the game. A simple example: Game A takes 5 minutes to create a character; Game B takes 45 minutes to create a character; In which game will character lethality be more acceptable to the players? 2. Does the system match the style of game the players want to play? In the 80's I saw way too many people bang their head against the wall of D&D when they clearly would have been much happier with something more like Harnmaster or Pendragon. Or in my case, where extensive character building is something that frustrates me to no end, 3.x e is simply not the game for me; I'm much happier with Tunnels & Trolls, for example. 3. Finally, a good group does cure a lot of ills. But I'm reminded of Roger Ebert's comments on some films... "Would this be just as interesting if instead of this film, I were hanging out with these actors while they were having an engaging conversation?" Which is to say, if I would be having just as much fun knocking back a couple cold ones and shooting the breeze with my buddies, what exactly is the rpg adding to the equation?* Too much of the "does system matter?" conversation revolves around whether the system is a negative factor, and not enough of it concentrates on the additive qualities of the system. *I believe, "It's an acceptable excuse to my wife to have my buddies over to knock back a couple cold ones and shoot the breeze," is a good answer to the question. [/QUOTE]
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