Sadrik
First Post
A few RPG design questions:
1. When playing your favorite RPG as player or GM/DM, how much suspension of disbelief do you require? For instance, as a player do you prefer to have a character and game world that could make "sense" or it really doesn't matter as long as I am having fun and it is not too abstract and gamey.
2. How much meta-talk at the game table do you like? For instance as GM/DM do you like your players in-character most of the time or do you like talk about mechanics and the best way to use them? How much do you allow?
3. Do you mind if the mechanics get in the way of the story at times? For instance, is it ok if you cannot form "real life" tactics with the game mechanics?
4. What level of mechanical "robustness" does the game feel right at? Is it broad easily applied rules that stay out of the way or more detailed rules that have more individual application?
1. When playing your favorite RPG as player or GM/DM, how much suspension of disbelief do you require? For instance, as a player do you prefer to have a character and game world that could make "sense" or it really doesn't matter as long as I am having fun and it is not too abstract and gamey.
2. How much meta-talk at the game table do you like? For instance as GM/DM do you like your players in-character most of the time or do you like talk about mechanics and the best way to use them? How much do you allow?
3. Do you mind if the mechanics get in the way of the story at times? For instance, is it ok if you cannot form "real life" tactics with the game mechanics?
4. What level of mechanical "robustness" does the game feel right at? Is it broad easily applied rules that stay out of the way or more detailed rules that have more individual application?