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Jon Peterson: Does System Matter?
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<blockquote data-quote="Jd Smith1" data-source="post: 8191708" data-attributes="member: 6998052"><p>System is everything in most games. System is what translates the artwork and crappy corebook fiction into player experiences (or fails to).</p><p></p><p>I'll never forget one of my earliest experiences (in Traveller) when my PC, with great dramatic flair, shot an NPC with a weapon that was described as 'equal to a .44 Magnum', and did two points of damage.</p><p></p><p>Seven rounds later, after shooting the guy six times (and another PC shooting him the same number of times) the NPC fled.</p><p></p><p>I nearly quit the hobby after that session, and I did give up on Traveller black box. I never forgot it, though.</p><p></p><p>If the mechanics cannot deliver, the game will fail.</p><p></p><p>Some setting, Call of Cthulhu being a prime example, are different; in those games the system is less important than the GM's ability to set and maintain a tone.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8191708, member: 6998052"] System is everything in most games. System is what translates the artwork and crappy corebook fiction into player experiences (or fails to). I'll never forget one of my earliest experiences (in Traveller) when my PC, with great dramatic flair, shot an NPC with a weapon that was described as 'equal to a .44 Magnum', and did two points of damage. Seven rounds later, after shooting the guy six times (and another PC shooting him the same number of times) the NPC fled. I nearly quit the hobby after that session, and I did give up on Traveller black box. I never forgot it, though. If the mechanics cannot deliver, the game will fail. Some setting, Call of Cthulhu being a prime example, are different; in those games the system is less important than the GM's ability to set and maintain a tone. [/QUOTE]
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