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Magic's system...for magic system
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<blockquote data-quote="Umbran" data-source="post: 5429390" data-attributes="member: 177"><p>My first thought is: too many fiddly bits.</p><p></p><p>M:tG gets away with having really complex resource management because it is, at its heart, a complex resource management game. When you sit down to the activity, that's what you're agreeing to do, and there isn't a whole lot else to do during the game.</p><p></p><p>The same cannot be said for RPGs. While having some resource management elements is good, as they force characters to make tough choices some times, when you go to far you start bogging them down in thinking about the resources, instead of how unutterably cool what they just did was.</p><p></p><p>Can such a system be built? Sure - I think someone around here already did it. But do you want to use it in the midst of everything else in a typical RPG? Of this, I am skeptical.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5429390, member: 177"] My first thought is: too many fiddly bits. M:tG gets away with having really complex resource management because it is, at its heart, a complex resource management game. When you sit down to the activity, that's what you're agreeing to do, and there isn't a whole lot else to do during the game. The same cannot be said for RPGs. While having some resource management elements is good, as they force characters to make tough choices some times, when you go to far you start bogging them down in thinking about the resources, instead of how unutterably cool what they just did was. Can such a system be built? Sure - I think someone around here already did it. But do you want to use it in the midst of everything else in a typical RPG? Of this, I am skeptical. [/QUOTE]
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