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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="Psion" data-source="post: 2389790" data-attributes="member: 172"><p>Okay. I'm not sure what else I can amplify.</p><p></p><p></p><p></p><p>Sure.</p><p></p><p>But lets say a given book gives me a -4 modifier for a strong wind. It's always going to give me a -4 modifier for a strong wind, unless I specifically decide to change it. In absence of a reason for thinking that number is wrong, I'll use it.</p><p></p><p>But now if a system provides me with no modifier for wind, I might not even think about factoring in a modifier for wind, and I might not chose -4. On two different occasions, I might decide that two different numbers are appropriate. And in the exact same situation, another GM would pick a totally different number.</p><p></p><p></p><p></p><p>I'm not saying that it doesn't. But it's not the communication where the difference lies. It's in the interperetation. What does a strong wind mean? How much does it affect my chances? Those things would normally be GM calls if not spelled out in the rules. And without any sort of guideance, there is nothing short of memory and happenstance to ensure that the same situation has the same difficulty in different instances.</p><p></p><p></p><p></p><p>Okay, that doesn't bother me. I'm fine with the players not knowing exactly what the odds are. But I do think it is better if they have some notion. If they have some notion of how many feet a +1 modifier to jump is but don't really know what other modifiers their might be, that gives them a mixture of immersion (because their character might have a good estimation of how far they can jump) and aprehension (because they have never tried *this* before.)</p></blockquote><p></p>
[QUOTE="Psion, post: 2389790, member: 172"] Okay. I'm not sure what else I can amplify. Sure. But lets say a given book gives me a -4 modifier for a strong wind. It's always going to give me a -4 modifier for a strong wind, unless I specifically decide to change it. In absence of a reason for thinking that number is wrong, I'll use it. But now if a system provides me with no modifier for wind, I might not even think about factoring in a modifier for wind, and I might not chose -4. On two different occasions, I might decide that two different numbers are appropriate. And in the exact same situation, another GM would pick a totally different number. I'm not saying that it doesn't. But it's not the communication where the difference lies. It's in the interperetation. What does a strong wind mean? How much does it affect my chances? Those things would normally be GM calls if not spelled out in the rules. And without any sort of guideance, there is nothing short of memory and happenstance to ensure that the same situation has the same difficulty in different instances. Okay, that doesn't bother me. I'm fine with the players not knowing exactly what the odds are. But I do think it is better if they have some notion. If they have some notion of how many feet a +1 modifier to jump is but don't really know what other modifiers their might be, that gives them a mixture of immersion (because their character might have a good estimation of how far they can jump) and aprehension (because they have never tried *this* before.) [/QUOTE]
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