What I am objecting to here, is being told there is something wrong with my preference (and I frankly have a hard time reading Nemesis Destiny's comments as anything but that).
Are you serious? Given what I have said, that takes some pretty willful misreading.
I am making an effort to understand what he likes in the game and what is important to him. So far it seems to be he wants genre fidelity and he wants mechanics give the players some power over the narrative (if I am wrong on that please correct me). I think that is doable. And I believe the best way to do it is to offer a complete book with a full range of options dedicated to that style (which is what I am also hoping to receive for my prefered style of play). What I would like is for my preference not to be dismissed or to be told I need a reality check when I explain what it is I want from the game. We can flame each other, or we can have a real conversation.
Yeah, wow. You're taking what I said and twisting it into a personal insult, which was not the intent. Why would you do this? Where did I say that YOU need a reality check? You keep putting words in my mouth. Are you
trying to start a flame war?
Heck, I have even said I am hoping for some kind of cinematic book because there are times when I do want that (I may not want it in exactly the same way or style that Nemesis Destiny does but I am currently running a Wuxia campaign and would love there to be a version of D&D where I can tailor some options to make the genre conventions consistently play out in it).
The problem with putting things like that in a separate book, from my perspective, are twofold.
First, you have the issue where as a "module" it will just feel "tacked on" and not supportive of the playstyle from a fundamental level. We already have a system that does this, so why would I buy a book that does a less-good job of it? People seem to think that you can please 4e fans by throwing them a bone in the form of a "tactical" module and "they'll be happy," when this really only scratches the surface of what makes 4e a great system to its fans.
Second, by publishing it in a separate book, it silos the options into a convenient location that people can point to as a collection of "bad" things, not even to be considered. It sounds ridiculous, but mark me, if that's how it goes to print, then that will be a common outcome. I wouldn't even suggest it if we hadn't seen a lot of that happening in late period 3.x. Bo9S got a lot of flack and disregard from people who never even cracked its covers based on preconceptions alone. And this was not a small part of the community at the time. I'd know; I was one of them.
I think this is just a preference issue. For me the game is more enjoyable when the mechanics aren't built around the "bad GM" issue. I haven't had a problem finding a competent GM. Or maybe my outlook at the table is just different and I am not bothered as much by certain calls. I don't know.
I don't even see it as being built around the issue, at least, not for that express purpose. I think it's more a side-effect in that it makes bad GMing more difficult. Why shouldn't that be a goal of
any ruleset? There are some smart minds on the project, surely they can come up with rules to satisfy that criteria as well.
I have played with one or two. Most of my experiences with GMs haven't been bad. For me this isn't a problem I need the game to solve. I am much happier with a set of rules that assume a competent GM.
Who hasn't played with a bad one at one time or another? Most of my early experiences were bad.
Really bad. It's somewhat surprising that I even continued in the hobby, frankly. I can't be the only one, though we may never hear from the others, since they might have long since given up on the idea of playing an RPG.
I'd personally rather play a game that, rather than assume a competent GM, assumes that people want to play a competently designed ruleset that includes leeway for GM creativity, without as many of the traps that the bad GMs get caught on.
It being immersive for me and a lot of others doesn't exclude it being counter immersive for you and others. It is true, the game being believable really helps me immerse and I know it helps many others. But I also know some people find a narrative approach more immersive. I am not saying my way is objectively more immersive. Not at all.
Maybe I'm not being clear. Is there an actual reason why realism or world fidelity or whatever cannot ALSO be genre-appropriate?