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Jon Peterson: Does System Matter?
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<blockquote data-quote="Bacon Bits" data-source="post: 8199202" data-attributes="member: 6777737"><p>That's exactly the point, though. I'm pointing out that new systems are difficult to move to when <em>nobody</em> in the group is familiar with them. When all anybody has is the back-of-the-box description.</p><p></p><p>You don't know until you get the book how much you need to read. You often won't know until you play what parts are actually important. You can't say "Dungeon World is really only 50 pages because that's all you really need" because that's based on knowledge you only have <em>after</em> you've read it and <em>after</em> you've played. <em>Someone</em> had to read the other 350 pages to know that they're not always useful or not necessary. And, yes, while not every player needs to read the sections outlined as the GM section, <em>at least one person does</em> and it often is a tremendous help if more than one person does.</p><p></p><p>The whole point is that even if you know that a lion's share of the book isn't going to be useful in every session or even every campaign, someone still has to go through the task of figuring out what to keep and what to discard. Someone has to read everything <em>first</em>. The <em>first</em> step in running a new system you have no familiarity with is reading <em>everything</em> written as the rulebook at least to the point of understanding the purpose and goal of each section of the rulebook so you can reference it during play. Like you don't want to get 5 sessions in to One Ring and discover the rules for Sauron's influence, or 5 sessions in to Call of Cthulu and discovering the rules for sanity, or 5 sessions in to D&D and discovering the rules for skill checks. Each game has a set of minimal systems built in to it to function as a game, and somebody has to figure that out before the table can play.</p><p></p><p>Otherwise you're just filling in a character sheet with numbers you'll never use because nobody knows when they come up.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8199202, member: 6777737"] That's exactly the point, though. I'm pointing out that new systems are difficult to move to when [I]nobody[/I] in the group is familiar with them. When all anybody has is the back-of-the-box description. You don't know until you get the book how much you need to read. You often won't know until you play what parts are actually important. You can't say "Dungeon World is really only 50 pages because that's all you really need" because that's based on knowledge you only have [I]after[/I] you've read it and [I]after[/I] you've played. [I]Someone[/I] had to read the other 350 pages to know that they're not always useful or not necessary. And, yes, while not every player needs to read the sections outlined as the GM section, [I]at least one person does[/I] and it often is a tremendous help if more than one person does. The whole point is that even if you know that a lion's share of the book isn't going to be useful in every session or even every campaign, someone still has to go through the task of figuring out what to keep and what to discard. Someone has to read everything [I]first[/I]. The [I]first[/I] step in running a new system you have no familiarity with is reading [I]everything[/I] written as the rulebook at least to the point of understanding the purpose and goal of each section of the rulebook so you can reference it during play. Like you don't want to get 5 sessions in to One Ring and discover the rules for Sauron's influence, or 5 sessions in to Call of Cthulu and discovering the rules for sanity, or 5 sessions in to D&D and discovering the rules for skill checks. Each game has a set of minimal systems built in to it to function as a game, and somebody has to figure that out before the table can play. Otherwise you're just filling in a character sheet with numbers you'll never use because nobody knows when they come up. [/QUOTE]
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