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Jon Peterson: Does System Matter?
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<blockquote data-quote="aramis erak" data-source="post: 8203864" data-attributes="member: 6779310"><p>I've seen people try to play Traveller using AD&D character mechanics. And then seen them use that to justify saying "Traveller Sucks!" </p><p></p><p>And I've seen both Star Trek and Star Wars done in Traveller (classic and mega) with only trivial modifications t the character rules, and adjusting the ship travel mechanics. (The NCC-1701 is about 17 kTd, with 6x50 Td </p><p></p><p>Or you offer a game, and see who's interested.</p><p></p><p>Actually, it's <em><u>very much</u> </em>a middle ground - that's the natural and expected result of a process of design whch puts up every decision for public vote. </p><p>Progression towards the mean is inherent in democratized processes.</p><p></p><p>QFT. But note that it also was intended to be good enough for as many as possible, and written in a clear and easily read style. It's less precise than Moldvay, but 6th, 7th, and 8th graders can read and run it. Without having adult help. I've had a number of middle school kids (7 or 8) show up at AL tables, noting they have yet to actually play, but have read the rules, and the only things I had to coach them on were what AL allowed, as they'd not read the AL season rules.</p><p></p><p></p><p>That really started after I graduated in my home school district. My daughters got a number, tho'.</p><p></p><p>If that futuristic horror doesn't require spaceships, there are zap guns and fear rules in the 5E DMG.</p><p>Fear on DMG 266. Laser Pistol, Laser Rifle, and Antimatter Rifle, DMG 268.</p><p>If you're going to claim a game can't do X, at least be smart enough to check all the core books.</p><p></p><p>Or just treating cyberspace as equivalent to the astral plane, and using the magic item rules to access it. The rules need not change mechanics, only the labels and descriptions. Go read DMG chapter 9, which said, the DMG is part of the core rules, and exculding it from consideration is, bluntly, violation of common decency in discussion. It's like asking for the Starship Combat Rules in Classic <em>Traveller Book 1: Characters and Combat </em>... they're in B<em>ook 2: Starships</em>.</p><p></p><p>A good distinction, but, in the case of 5E Core Rules</p><p></p><p></p><p>Sharing the spotlight is the more conventional term... and it's something few games mechanically address. (The few I've seen are <em><u>Houses of the Blooded</u></em>, <em><u>Blood and Honor</u></em>, and <em><u>Burning Empires</u></em>. HotB and B&H, because they resolve narrative authority, not success, and thus the management of who is in the spotlight naturally by the narration control mechanism. Burning Empires has scene budgets, with each player getting a set number of scenes of specific types each session. A few attempt to do so via rigid turn structures - <em><u>Sentinel Comics</u>, FFG <u>Star Wars</u>, Modiphius' <u>Dune: Adventures in the Imperium</u>, </em><u><em>Marvel Heroc Roleplaying</em></u> and dozen others, where the design is equal numbers of turns, not equal spotlight time, nor equal story involvement. </p><p></p><p></p><p>But does it really have a large momentum? Or is it just highly visible? </p><p></p><p>Personally, I suspect a small amount of momentum across a very loud, proud, and prolific, but fairly small, and highly over-represented online, minority. If they really had been a majority, they'd have dominated the 5E development feedback. The vote totals don't support that contention.</p><p></p><p></p><p>Me. ToE's rules do Equestria as in FIM. Ponyfinder does something... darker. It also doesn't use a system I find worth my time to run. (Not saying PF is bad; I am saying, quite emphatically, I don't like it.)</p><p></p><p></p><p>The thing is, Storygames tend to be sold from their developer's website, and/or on Indie Press Revolution.</p><p>BullyPulpitgames.com has Shab Al-Hiri Roach, Fiasco, Grey Ranks, and The Warren available.</p><p>Fiasco is to the Storygames movement as Mentzer D&D is to the D&D family... it's the common point of entry, not the first, but definitely very well known, widely played, and very well respected. </p><p>Sorcerer is still in print, too. My FLGS sold one a couple months ago as a special order.</p><p></p><p></p><p>AD&D suffered because of it. Gygaxian spew obfuscated rules, and made the game harder to learn; it lead to a whole lot of misunderstood, ignored, and/or misused rules. Gygax very likely held back D&D as much as helping it. I know that 2E was much easier for me to use, and for new players. Like Moldvay, it was written at a 9th grade reading level. (For reference, most newspapers tended to write to a 7th or 8th grade reading level in the US, until the 21st C, when they lost their younger readership to the Net.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8203864, member: 6779310"] I've seen people try to play Traveller using AD&D character mechanics. And then seen them use that to justify saying "Traveller Sucks!" And I've seen both Star Trek and Star Wars done in Traveller (classic and mega) with only trivial modifications t the character rules, and adjusting the ship travel mechanics. (The NCC-1701 is about 17 kTd, with 6x50 Td Or you offer a game, and see who's interested. Actually, it's [I][U]very much[/U] [/I]a middle ground - that's the natural and expected result of a process of design whch puts up every decision for public vote. Progression towards the mean is inherent in democratized processes. QFT. But note that it also was intended to be good enough for as many as possible, and written in a clear and easily read style. It's less precise than Moldvay, but 6th, 7th, and 8th graders can read and run it. Without having adult help. I've had a number of middle school kids (7 or 8) show up at AL tables, noting they have yet to actually play, but have read the rules, and the only things I had to coach them on were what AL allowed, as they'd not read the AL season rules. That really started after I graduated in my home school district. My daughters got a number, tho'. If that futuristic horror doesn't require spaceships, there are zap guns and fear rules in the 5E DMG. Fear on DMG 266. Laser Pistol, Laser Rifle, and Antimatter Rifle, DMG 268. If you're going to claim a game can't do X, at least be smart enough to check all the core books. Or just treating cyberspace as equivalent to the astral plane, and using the magic item rules to access it. The rules need not change mechanics, only the labels and descriptions. Go read DMG chapter 9, which said, the DMG is part of the core rules, and exculding it from consideration is, bluntly, violation of common decency in discussion. It's like asking for the Starship Combat Rules in Classic [I]Traveller Book 1: Characters and Combat [/I]... they're in B[I]ook 2: Starships[/I]. A good distinction, but, in the case of 5E Core Rules Sharing the spotlight is the more conventional term... and it's something few games mechanically address. (The few I've seen are [I][U]Houses of the Blooded[/U][/I], [I][U]Blood and Honor[/U][/I], and [I][U]Burning Empires[/U][/I]. HotB and B&H, because they resolve narrative authority, not success, and thus the management of who is in the spotlight naturally by the narration control mechanism. Burning Empires has scene budgets, with each player getting a set number of scenes of specific types each session. A few attempt to do so via rigid turn structures - [I][U]Sentinel Comics[/U], FFG [U]Star Wars[/U], Modiphius' [U]Dune: Adventures in the Imperium[/U], [/I][U][I]Marvel Heroc Roleplaying[/I][/U] and dozen others, where the design is equal numbers of turns, not equal spotlight time, nor equal story involvement. But does it really have a large momentum? Or is it just highly visible? Personally, I suspect a small amount of momentum across a very loud, proud, and prolific, but fairly small, and highly over-represented online, minority. If they really had been a majority, they'd have dominated the 5E development feedback. The vote totals don't support that contention. Me. ToE's rules do Equestria as in FIM. Ponyfinder does something... darker. It also doesn't use a system I find worth my time to run. (Not saying PF is bad; I am saying, quite emphatically, I don't like it.) The thing is, Storygames tend to be sold from their developer's website, and/or on Indie Press Revolution. BullyPulpitgames.com has Shab Al-Hiri Roach, Fiasco, Grey Ranks, and The Warren available. Fiasco is to the Storygames movement as Mentzer D&D is to the D&D family... it's the common point of entry, not the first, but definitely very well known, widely played, and very well respected. Sorcerer is still in print, too. My FLGS sold one a couple months ago as a special order. AD&D suffered because of it. Gygaxian spew obfuscated rules, and made the game harder to learn; it lead to a whole lot of misunderstood, ignored, and/or misused rules. Gygax very likely held back D&D as much as helping it. I know that 2E was much easier for me to use, and for new players. Like Moldvay, it was written at a 9th grade reading level. (For reference, most newspapers tended to write to a 7th or 8th grade reading level in the US, until the 21st C, when they lost their younger readership to the Net.) [/QUOTE]
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