Belen
Legend
Has anyone ever come up with a definition of a mature game? For me, a mature game would be a serious game. The players and GM would roleplay their characters as characters rather than a set of game stats. A mature game would lead to real interaction between characters and PCs. Combat would happen for a reason, PCs would start families and would feel as they belonged in the world. Questions like 'why' would be asked as often as how, who, what or where.
Unfortunately, no set of "rules" can provide this environment. At least, none of the books on the shelf or announced come close to helping people develop a "mature" game. At one point, I worked for a D20 company that was developing books of this type. The books were rules light (less crunch, lots of fluff). However, the material did not generate enough interest for investors and we never got off the ground.
I hear a lot of people on the boards talk about a desire for mature material. However, I have not seen much that would classify as "mature." Evil and sex or both areas that could be done in a mature manner. However, the rules for said things focus on game mechanics rather than providing GMs with the tools to run deeper games.
I begin to wonder if "crunch=good" has come to rule the d20 market. Why are we seeking rules to run a deeper game? Laziness perhaps?
No amount of rules will make a game "mature." That has to come from the GMs and players. A necrophiliac spell or a vestal virgin really does not add to the game. Yes, a GM could use the spell or class to add some more flavor to villains, but is that the way to go.
Why do NPCs need classes to define who they are? If you want an evil person, would not motives, desires, goals and attitude be more effective?
The books we need to have produced that would lead to more mature games would and should be more fluff than rules. For instance, a true book of vile darkness would discuss motives, madness, reasons that people choose evil such as bad childhoods etc. A book that would add to mature games would discuss love, marriage, family and child-rearing etc. A "rule" book that would lead to mature games would include fantasy economics, size of cities, how spells affected the way a world runs etc.
Crunch will never satisfy those people looking to have mature DnD games. Only a combination of fluff and group dynamics will lead to a deeper game.
I know this to be true, yet I still want someone to produce a book that will make this all easier for me.
Go figure.
Dave
Unfortunately, no set of "rules" can provide this environment. At least, none of the books on the shelf or announced come close to helping people develop a "mature" game. At one point, I worked for a D20 company that was developing books of this type. The books were rules light (less crunch, lots of fluff). However, the material did not generate enough interest for investors and we never got off the ground.
I hear a lot of people on the boards talk about a desire for mature material. However, I have not seen much that would classify as "mature." Evil and sex or both areas that could be done in a mature manner. However, the rules for said things focus on game mechanics rather than providing GMs with the tools to run deeper games.
I begin to wonder if "crunch=good" has come to rule the d20 market. Why are we seeking rules to run a deeper game? Laziness perhaps?
No amount of rules will make a game "mature." That has to come from the GMs and players. A necrophiliac spell or a vestal virgin really does not add to the game. Yes, a GM could use the spell or class to add some more flavor to villains, but is that the way to go.
Why do NPCs need classes to define who they are? If you want an evil person, would not motives, desires, goals and attitude be more effective?
The books we need to have produced that would lead to more mature games would and should be more fluff than rules. For instance, a true book of vile darkness would discuss motives, madness, reasons that people choose evil such as bad childhoods etc. A book that would add to mature games would discuss love, marriage, family and child-rearing etc. A "rule" book that would lead to mature games would include fantasy economics, size of cities, how spells affected the way a world runs etc.
Crunch will never satisfy those people looking to have mature DnD games. Only a combination of fluff and group dynamics will lead to a deeper game.
I know this to be true, yet I still want someone to produce a book that will make this all easier for me.
Go figure.
Dave