Gentlegamer
Adventurer
In my experience, "rules heavy" actually limits your options by setting the parameters of how you as a player (and GM) conceptualize your in game actions.
Gentlegamer said:In my experience, "rules heavy" actually limits your options by setting the parameters of how you as a player (and GM) conceptualize your in game actions.
Gentlegamer said:In my experience, "rules heavy" actually limits your options by setting the parameters of how you as a player (and GM) conceptualize your in game actions.
fredramsey said:So why did these people have him do their forward?
mearls said:Only one person has to learn a rules heavy game. You can play D&D without owning a PH, or learning any of the rules, as long as someone else at the table can tell you what's going on.
mearls said:The more complex game probably takes more time, but it's also more rewarding in that you have more tools in your kit to deal with the game.
mearls said:(And it's also the case that the posts that I as soon as I make a post that generates lots of discussion, I have a rush of work that keeps me away from various boards!)
Campbell said:The work in question is not a gaming product, but rather it is reference guide to the OGL and d20 STL, the formation of which Dancey played a pretty integral role in. Dancey has a good deal of working knowledge of these licenses, despite his perception of the rpg market being suspect.
Additionally, it is a mistake to view the d20 industry as a monolithic entity. The d20/OGL market if you can call it that is composed mostly of small independent publishers who have less communication amongst each other than Microsoft has with the open source community.
BryonD said:Just having a single mechanic doesn't solve the problem, it just obscures it. If you use a core mechanic to determine how much a character can lift in the absence of a lifting mechanic, then GM whim is still the real controlling factor. Must I roll to lift 10 pounds? Can I roll to try to lift 1,000? Neither of these are ever going to be a problem. But some vague point in between is going to be whim. And that vague area is going to be the area that you actually care about. Automitcs are not interesting, the edge of chance, one way or the other is where the exciting action occurs. Exactly the point where rules lite seems to break down the worst.
In D&D I know if a character can lift 250 lbs or not. If you throw a 50/50 chance at my rules light character, it is just a hand wave to hide the same result as arguing "yes I can" / "no you can't". And, of course if you rule differently the next time then you don't have a consistent game and if you rule the same then you are back to have a rules heavy game where the rules just are not written down. Either way its some degree of fancy cops and robbers.
But Warhammer Fantasy Battle never has been, to the best of my knowledge.buzz said:Even WFRP was out of print for a while.