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How Quickly Do You Bounce Off a System?
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<blockquote data-quote="demoss" data-source="post: 9265835" data-attributes="member: 6690191"><p>I can bounce pretty quick if the system is too fiddly for my tastes: especially if it doesn't seem fiddly bits don't get me anything I'm interested in.</p><p></p><p>Another way to bounce me fast is bad or overly verbose writing, or too much empty fluff in core books. Short evocative fluff is great, though. (Think Nobilis 2e sidebars...)</p><p></p><p>Offensive art doesn't directly bounce me, but it will hasten the exit for sure.</p><p></p><p>Stuff like mentioned by the OP, "specific rules doing specific things" doesn't really bother me.</p><p></p><p>If I go "Wait, so Sam would be a high Strength character in this system?", or "Three almost identical skills?!", my second thought is "Ok, so what does that buy me?".</p><p></p><p>Like, in the case of three different perception skills, does it lead to better spotlight sharing in the information gathering department, or does it just mean scout characters have to buy multiple skills to do their job? How does that compare to other specialists and the number of skills they need?</p><p></p><p>Game design is full of tradeoffs, and even if I don't like some particular tradeoff I'm almost always interested in understanding the tradeoffs different designers make.</p></blockquote><p></p>
[QUOTE="demoss, post: 9265835, member: 6690191"] I can bounce pretty quick if the system is too fiddly for my tastes: especially if it doesn't seem fiddly bits don't get me anything I'm interested in. Another way to bounce me fast is bad or overly verbose writing, or too much empty fluff in core books. Short evocative fluff is great, though. (Think Nobilis 2e sidebars...) Offensive art doesn't directly bounce me, but it will hasten the exit for sure. Stuff like mentioned by the OP, "specific rules doing specific things" doesn't really bother me. If I go "Wait, so Sam would be a high Strength character in this system?", or "Three almost identical skills?!", my second thought is "Ok, so what does that buy me?". Like, in the case of three different perception skills, does it lead to better spotlight sharing in the information gathering department, or does it just mean scout characters have to buy multiple skills to do their job? How does that compare to other specialists and the number of skills they need? Game design is full of tradeoffs, and even if I don't like some particular tradeoff I'm almost always interested in understanding the tradeoffs different designers make. [/QUOTE]
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