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Jon Peterson: Does System Matter?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8193217" data-attributes="member: 7023840"><p>That's an interesting point.</p><p></p><p>I think that many people too tightly associate the lore of a game with the rules of the game. For the most part, in classic hobbyist DIY fashion, the rules are simple enough in terms of resolving mechanics, and lore can be changed, modified, or added easily. </p><p></p><p>For example, there are innumerable examples of people that have modified classic Sci-Fi games (such as Star Frontiers or Traveller) to play a Star Trek or Star Wars campaign. There are countless examples of people that have modified classic RPG rules (B/X, OD&D, 1e, etc.) to play other fantasy settings, whether they go for more "Tolkienesque" or more ersatz Donaldson or Moorcock or May or something else. But it's just as possible to use the ruleset and resolution mechanism of Moldvay and apply it to a cyberpunk setting, or use it for Star Wars.</p><p></p><p>In that sense, the system isn't that important. Because many times, the classic RPGs tended to have more of a divide between the RP elements and the G elements, and the rules was a way of adjudicating the G elements. </p><p></p><p>What you illustrate is the issue of the rules providing ways of adjudicating the narrative elements. That tends to be more controversial, so I don't really want to address that in depth. I would just say that some people prefer that the rules remain agnostic as to the narrative elements, and others prefer that the rules specifically address the narrative elements. Put in more plain English, and using your example: there are those that like rules that would allow the big bad to be taken out in one shot, because that would create unexpected and interesting emergent stories, and those that prefer that the rules allow for that not to happen, because certain genres (horror, comedy, for example) are more difficult to maintain unless you there is some ability to ensure that some random outcomes are not allowed.</p><p></p><p>In my opinion, etc.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8193217, member: 7023840"] That's an interesting point. I think that many people too tightly associate the lore of a game with the rules of the game. For the most part, in classic hobbyist DIY fashion, the rules are simple enough in terms of resolving mechanics, and lore can be changed, modified, or added easily. For example, there are innumerable examples of people that have modified classic Sci-Fi games (such as Star Frontiers or Traveller) to play a Star Trek or Star Wars campaign. There are countless examples of people that have modified classic RPG rules (B/X, OD&D, 1e, etc.) to play other fantasy settings, whether they go for more "Tolkienesque" or more ersatz Donaldson or Moorcock or May or something else. But it's just as possible to use the ruleset and resolution mechanism of Moldvay and apply it to a cyberpunk setting, or use it for Star Wars. In that sense, the system isn't that important. Because many times, the classic RPGs tended to have more of a divide between the RP elements and the G elements, and the rules was a way of adjudicating the G elements. What you illustrate is the issue of the rules providing ways of adjudicating the narrative elements. That tends to be more controversial, so I don't really want to address that in depth. I would just say that some people prefer that the rules remain agnostic as to the narrative elements, and others prefer that the rules specifically address the narrative elements. Put in more plain English, and using your example: there are those that like rules that would allow the big bad to be taken out in one shot, because that would create unexpected and interesting emergent stories, and those that prefer that the rules allow for that not to happen, because certain genres (horror, comedy, for example) are more difficult to maintain unless you there is some ability to ensure that some random outcomes are not allowed. In my opinion, etc. [/QUOTE]
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