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Is math a flaw?
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<blockquote data-quote="Celebrim" data-source="post: 5800154" data-attributes="member: 4937"><p>Good question; why would you? I asked the OP more or less the same thing.</p><p></p><p>More most commonly played genera's I think there is a pretty good system out there. Some of the ones that I like are Chaosium CoC, Chill 2e, D&D 3e, M&M, and WEG Star Wars 1e. Some of the ones that read good on paper at least as a system are Dogs in the Vineyard, Spirit of the Century, Dread, and Aces and Eights, all of which I might considering running for the right story that played to their strengths.</p><p></p><p>But just an example, I once tried to run a War Against the Chtorr game - near future science fiction horror - using GURPS/GULLIVER. In addition to other problems, the system was a real drag on the game. However, I can't off the top of my head think of a better system. The closest I can manage is Chaosium CoC, but it lacks somewhat in the gritty military feel I need for a game in which you really are meant to fight (and win!) against the monsters and it doesn't have (to my knowledge) a future tech type source book. So if I wanted to rerun War Against the Chtorr, I'd probably roll my own setting losely based off CoC and, to answer my own question, it would probably look a lot like the D% system I outlined in the rough earlier which was also roughly based off of the BRP system.</p><p></p><p></p><p></p><p>It's the internet? Whatever your intention, you didn't criticize game design in general but my particular take on it. I have no idea if my thoughts about game design are wide spread or would be accepted within the professional design community (of which I'm not a part). They are merely my understanding of game design based on what I do to make myself and my players happy, and I don't speak for the larger community. If you respond to my claims, you aren't attacking the larger community or debunking the larger community. You are just trying to debunk my perspective on the situation.</p><p></p><p></p><p></p><p>Which is great. There are plenty of Indy games out there with experimental fortune mechanics. And I should note that I was explicitly discussing dice as a fortune mechanic. I never said that dice were the only possible fortune mechanic. I was explicitly addressing the complaint that games involved 'too much adding and subtracting numbers', by expressing my opinion that ultimately 'adding and subtracting numbers' is the simpliestand most accessible general system of proposition resolution. </p><p></p><p></p><p></p><p>I keep noticing that you keep bringing up non RPG games as your inspiration. Why should you believe that something from a non-RPG game necessarily translates to an RPG? Non-RPGs tend to be competitive games that depend on having highly constrained player choice to create tactical situations and limit the scope of the play space. Most RPGs aren't trying to limit the scope of player freedom, have open ended place space, are cooperative, and mechanics which take away player freedom have generally not been embraced. </p><p></p><p>No, I haven't played Race for the Galaxy but I'm familiar with it from its parentage in Puerto Rico and San Juan. The particular group I was playing with at the time strongly prefered Dominion to Race, so that's what I played. You can take it for granted that I'm familiar with a wide variaty of modern European inspired board games, collectible card games, video games, traditional card games, traditional board games, war games, theater games, and play ground games. (Not so much experienced with drinking games, which I wouldn't advise basing an RPG around.)</p><p></p><p>Implementing cards as a fortune mechanic or game peice is something several RPGs have tried to do (I haven't played them, but I think the latest Gamma World incarnation, Everway, and the latest Warhammer incarnation all have used cards in various ways). I general, it has numerous problems, not the least of which is that you have to convince gamers to invest in the probably highly specialized cards that the game needs. And you'd probably for an RPG need slightly different cards for each character or a set for each player if you made cards central to gameplay. Plus you have the problem that most card games are played out in 30 minutes or less, but RPGs are not. So you'd have to find a way to easily preserve game state between sessions, which isn't easy with cards. </p><p></p><p></p><p></p><p>Fairly unique, but not completely unique. So far I've never seen it used where it felt necessary or added a lot to the game, though I admit low familiarity with Everway. Then again, for whatever reason, Everway didn't catch on.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5800154, member: 4937"] Good question; why would you? I asked the OP more or less the same thing. More most commonly played genera's I think there is a pretty good system out there. Some of the ones that I like are Chaosium CoC, Chill 2e, D&D 3e, M&M, and WEG Star Wars 1e. Some of the ones that read good on paper at least as a system are Dogs in the Vineyard, Spirit of the Century, Dread, and Aces and Eights, all of which I might considering running for the right story that played to their strengths. But just an example, I once tried to run a War Against the Chtorr game - near future science fiction horror - using GURPS/GULLIVER. In addition to other problems, the system was a real drag on the game. However, I can't off the top of my head think of a better system. The closest I can manage is Chaosium CoC, but it lacks somewhat in the gritty military feel I need for a game in which you really are meant to fight (and win!) against the monsters and it doesn't have (to my knowledge) a future tech type source book. So if I wanted to rerun War Against the Chtorr, I'd probably roll my own setting losely based off CoC and, to answer my own question, it would probably look a lot like the D% system I outlined in the rough earlier which was also roughly based off of the BRP system. It's the internet? Whatever your intention, you didn't criticize game design in general but my particular take on it. I have no idea if my thoughts about game design are wide spread or would be accepted within the professional design community (of which I'm not a part). They are merely my understanding of game design based on what I do to make myself and my players happy, and I don't speak for the larger community. If you respond to my claims, you aren't attacking the larger community or debunking the larger community. You are just trying to debunk my perspective on the situation. Which is great. There are plenty of Indy games out there with experimental fortune mechanics. And I should note that I was explicitly discussing dice as a fortune mechanic. I never said that dice were the only possible fortune mechanic. I was explicitly addressing the complaint that games involved 'too much adding and subtracting numbers', by expressing my opinion that ultimately 'adding and subtracting numbers' is the simpliestand most accessible general system of proposition resolution. I keep noticing that you keep bringing up non RPG games as your inspiration. Why should you believe that something from a non-RPG game necessarily translates to an RPG? Non-RPGs tend to be competitive games that depend on having highly constrained player choice to create tactical situations and limit the scope of the play space. Most RPGs aren't trying to limit the scope of player freedom, have open ended place space, are cooperative, and mechanics which take away player freedom have generally not been embraced. No, I haven't played Race for the Galaxy but I'm familiar with it from its parentage in Puerto Rico and San Juan. The particular group I was playing with at the time strongly prefered Dominion to Race, so that's what I played. You can take it for granted that I'm familiar with a wide variaty of modern European inspired board games, collectible card games, video games, traditional card games, traditional board games, war games, theater games, and play ground games. (Not so much experienced with drinking games, which I wouldn't advise basing an RPG around.) Implementing cards as a fortune mechanic or game peice is something several RPGs have tried to do (I haven't played them, but I think the latest Gamma World incarnation, Everway, and the latest Warhammer incarnation all have used cards in various ways). I general, it has numerous problems, not the least of which is that you have to convince gamers to invest in the probably highly specialized cards that the game needs. And you'd probably for an RPG need slightly different cards for each character or a set for each player if you made cards central to gameplay. Plus you have the problem that most card games are played out in 30 minutes or less, but RPGs are not. So you'd have to find a way to easily preserve game state between sessions, which isn't easy with cards. Fairly unique, but not completely unique. So far I've never seen it used where it felt necessary or added a lot to the game, though I admit low familiarity with Everway. Then again, for whatever reason, Everway didn't catch on. [/QUOTE]
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