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Jon Peterson: Does System Matter?
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<blockquote data-quote="pemerton" data-source="post: 8200997" data-attributes="member: 42582"><p>I'm not. But I'm still waiting for anyone in this thread to actually own the argument.</p><p></p><p>Here it is:</p><p></p><p style="margin-left: 20px"><em>System doesn't matter </em>because the essence of RPGing is undergoing the experience of the GM telling you what is going on in your character's immediate environment, and then telling you what happens when your PC tries to act on that environment. And this can be done regardless of the details of the PC sheet in front of you, and regardless of the details of the action resolution framework.</p><p></p><p>When RPGing is looked at this way, the main function of a PC sheet that says (say) <em>Tracking +4</em> or <em>Carousing-2</em> is not to provide input into a resolution framework but rather is to express the essence of the character, which the GM then uses as a guide to (i) moving the "spotlight" and (ii) deciding what happens.</p><p></p><p>That's not to say that the odd die roll isn't called for, but the function of those rolls is more likely to be to provide memorable moments of hijinks, like when the player whose sheet says <em>Juggling +10</em> rolls a natural one and so drops all the juggling balls over the tavern floor, leading one of the serving staff to fall over it spilling drinks onto the surly dwarf. On the approach I'm describing, the <em>fundamentals </em>of what happens won't be determined by dice rolls.</p><p></p><p>Depending on the group, combat may be an exception to what I've just described, in which case you may see an exception to the view that <em>system doesn't matter </em>manifesting as a view about the merits of hit points vs debuff/death spiral systems etc.</p><p></p><p>I think that the approach to RPGing I've described above is pretty common, and is the basis - among those whose approach it is - for asserting that system doesn't matter.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8200997, member: 42582"] I'm not. But I'm still waiting for anyone in this thread to actually own the argument. Here it is: [indent][I]System doesn't matter [/I]because the essence of RPGing is undergoing the experience of the GM telling you what is going on in your character's immediate environment, and then telling you what happens when your PC tries to act on that environment. And this can be done regardless of the details of the PC sheet in front of you, and regardless of the details of the action resolution framework.[/indent] When RPGing is looked at this way, the main function of a PC sheet that says (say) [I]Tracking +4[/I] or [I]Carousing-2[/I] is not to provide input into a resolution framework but rather is to express the essence of the character, which the GM then uses as a guide to (i) moving the "spotlight" and (ii) deciding what happens. That's not to say that the odd die roll isn't called for, but the function of those rolls is more likely to be to provide memorable moments of hijinks, like when the player whose sheet says [I]Juggling +10[/I] rolls a natural one and so drops all the juggling balls over the tavern floor, leading one of the serving staff to fall over it spilling drinks onto the surly dwarf. On the approach I'm describing, the [I]fundamentals [/I]of what happens won't be determined by dice rolls. Depending on the group, combat may be an exception to what I've just described, in which case you may see an exception to the view that [I]system doesn't matter [/I]manifesting as a view about the merits of hit points vs debuff/death spiral systems etc. I think that the approach to RPGing I've described above is pretty common, and is the basis - among those whose approach it is - for asserting that system doesn't matter. [/QUOTE]
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