Storm Raven said:
[/i]That still doesn't tell me what kind of game you are running. In point of fact, you've given me almost no information at all.
Well, arguably I've given you alot more information than if I told you I was running GURPS. Frankly, I don't see the point in defending myself at this point, because instead of someone talking about me, I'm talking to someone talking about a straw man version of me that comes from some dark nightmare he has about DM's.
And interestingly enough, strawman dopplegangers manifested out of some dark nightmare of evil imagination are exactly the sort of things that might occur in my campaign world.
Tolkien, Grimm, and Lovecraft? You've covered several thousand pages of freqeuntly contradictory information there.
Maybe. But you're concerned about content. I wasn't talking about content but rather thematic elements.
Which material from Tolkien are we talking about? The War of the Jewels era? The War of the Ring era? Something else?
All of it. I've read the LotR 18 times. I've read the Silmarillion 6 times. I've read the rest as well. I don't think that there are major thematic differences between the periods. In every case you are dealing with a conflict that has its roots in a particular moral outlook. Underneath the particular events, you have clear battles between good and evil. I mean, by saying that I have inspiration in Tolkien, that I expect players to make moral decisions according to some compass that they have made for thier characters and that they will be involved in a world where morality is real and that moral choices will have consequences. That isn't to say that it will always be clear what those choices should be or where the real enemy lies, but that they can expect that I will be drawing on classical themes regarding good and evil at all times.
What are you bringing from Lovecraft...
Lovecraft has a moral compass too. Lovecraft's moral compass suggests that what is alien is evil - at least evil in the sense of being the destroyer of mankind. I bring from Lovecraft the idea that evil a thing of mind-blowing cosmic horror and that all that stands between it and the good world, are a few heroes who seemingly are ill-equipped to thwart foes of that mind-blowing scale but who manage to do it - sometimes at great cost - anyway. Since you are a rules person, I would say that this is indicated in my house rules by the fact that the full Ravenloft fear, horror, and madness rules are in play.
Or brothers Grimm? What Grimm's tales are you drawing from? Which versions? The originals, or the later verions?
This is the same sort of question. Why do I get the feeling that you are trying to justify yourself to me? All of them, though since obviously I'm running at times a dark game, I'd say probably the originals are closer than most of the sanitized translations you'll see on the market. That said, I'm not bringing into the game the particular crude German biases that are so much a part of the original tales. I'm bringing in the fact that the Grimm tales are really grim. I'm bringing in my love for European folklore and small magic and animism. I'm saying that my world is going to be haunted by fey and spirits and talking animals and trees with evil hearts.
Grittier than most? Grittier relative to what? Grittier relative to a typical 3e D&D game? Grittier relative to a typical GURPS game? Grittier relative to a typical Rolemaster game? You've given me very little information.
What do you expect? Grittier than most. Grittier relative to typical games of 3e D&D. Grittier relative to a typical GURPS game. Grittier relative to a typical Rolemaster game. Grittier because grit in the sense I'm using it is not a result of the system you use but of the style of game you play. I'm saying that armor will rust, that sewage runs down the streets of towns, that people die of disease, that the PC's probably have lice and fleas and will want to take baths fairly regularly, that even good aligned towns will have rotting corpses hanging above the gates of the town as a warning to criminals, and that you as a player should not expect alot of anachronisms in the world but that it will feel really alien because its rooted in the character of the European past (and to a lesser extent the mythology and culture of other parts of the world, notably India). None of that has to do with your rules system, so please check your preconceptions in at the door.
So, do you normally assume that grown adults frequently are unable to evaluate their capabilities ahead of time?
Yes, I do. Because I get players - all of whom are adults because children tend not to have this problem - that move into my games for one shots or short adventurers, or maybe I'm running the friday night game at the game store (in which case I'm not changing the rules at all) and I see players who treat the game as if it were chess and they were a bishop condemned to run between the lines. Look at the other threads in this forum, and see how many of them begin with "Can I do this...?" or "Do the rules let me...?" or "How would you handle this...?" All those threads precisely have to do with the fact that the rules don't cover all of your capabilities. The rules are their to restrict players, and that is a very good thing, because without restrictions the game has no challenges and no resolutions. But the rules shouldn't become a mental straight jacket. Say what you want to do, and if the rules don't cover it then I'll come up with rules that do. It's my job to make the game run smoothly. You the player don't have to know how the magic works, but - and this is where I think you are misunderstanding me - I'm not trying to keep secrets either and I'm certainly not changing the rules on you from one situation to the next.
Pikcing up a game is something entirely different from playing one.
Really? You mean I wasn't the playing the game, or are you merely conceding that it is possible to play the game without picking it up? If the former, then you've got a real problem in that I was playing the game and you won't be able to convince me otherwise.
If I sit down to an actual game, what the game system is matters.
You have a wierd definition of 'actual'. Are you saying that you aren't playing the game unless you know all the rules? Are you saying that the game is somehow not real if the players don't know the rules? Gee, it sure looks like actual play to me. Maybe its just the illusion of play, and I failed my saving throw, but it sure felt real to me.
I like several games, but I don't like playing any of the White Wolf "nound: the verbing" style games. No matter what you do with the system, you are unlikely to ever run a game under one of those systems that I would care to play in, simply because of the system.
No, you wouldn't would you. Storyteller depends on implicit trust in your narrator. I think that pretty much says it all right there. I'm role playing. You're rule playing. You are tactician, and the game is for you all about what you can do to overcome obstacles. That's fine, but this isn't Chess, Bloodbowl, Starfleet Battles, ASL, DBM, or Settlers of Cataan. I've got some mechanical issues with the Storyteller system myself, but they can be completely overcome by strong narration. When I want a competitive tactical game, then I will play a competitive tactical game. When I want to role play, I want to role play.