Storm Gorm
First Post
Or to be more precise, reqirements for a Gormfavoured and Gormflavoured system. I realized that discussing particular systems' strengths and weaknesses is too difficult, because it has some objectivist undertone, and thats far from my position. I accept all (...) other mech-preferences, but that is not inconsistent with my proclaiming mine as the best one. That is, of course, why i chose it. So this is an attempt to capture my system ideal in a few words. There might be some repeating myself, id like you to comment.
1. Mechanics shalt not distract the players from role-playing. Not too heavy mechanics - in fact, the system should be a little boring, and classes are tabu. The mechanics are meant only to be coldly effective, built-in flavour (like the system of classes) functions against their intentions
2. Mechanics shalt not be tight. A system must never try to reflect reality perfectly, for then it will limit the players' imagination to the possibilities of the laws of the system, not the laws of nature.
3. Mechanics shalt encourage imagination ...in the same way as books do compared to television. If a miniature dungeon board game is analagous to television, then role-playing should be analagous to books. The system should be so tranquil and holeful (...) that the players and the GM needs to add a lot. Because in this added world is where role-playing has its stage. Note point 1, the system itself should not try to present too much colour, just an ease for us in presenting such.
4. Mechanics shalt strive for less nuance, to make it easy to make up new rules. Making up new rules, rules that are not covered by your system rulebooks, is vital for a good system. If there is not room for spontanious rules that function satisfactorily, then the mech is flawed, then it tries to be the Mirror of Nature (see 2.). Translated into practical language; the system can not have too much detail, nor too many nuances. E.g. a skill shouldnt have too many numbers between being "weak" and "superb", and HP need not more than a couple of levels, like "hurt, wounded, heavily wounded, incapacitated" or so.
5. Combat is irrelevant. There is no good enough way to combine miniature dungeon board games and role-playing (the way i want to). Both are fun, i admit, but the combo falls between two chairs. Combat should be easy and undetailed, for a large proportion of the rules i feel distract are made to make sense of combat. Which is not needed. Combat can be played the same way as any other element of a story, with as little as no rolls at all. That does not mean that this is how its played best. I would recommend reading an example of an alternative combat resolution in Children of Clay chapter 8.3 and 8.4, and the Story Element Combat suggestion of Fudge to better get my preference.
6. Not to orbit round the axis of challenge vs. ability. That games in which players, with their ability, try to beat the GMs challenges, and where the GM tries for it to be challenging, but not deadly - are poor games with my measure. This is a wrong (according to my dogma) and very boring (according to me) way of playing. It should be the same kind of cooperation between players and GM as there needs to be between a film director and its actors(&co-directors).
7. All the regular stuff. If there's something that i havent covered, then my opinion is probably generic.
1. Mechanics shalt not distract the players from role-playing. Not too heavy mechanics - in fact, the system should be a little boring, and classes are tabu. The mechanics are meant only to be coldly effective, built-in flavour (like the system of classes) functions against their intentions
2. Mechanics shalt not be tight. A system must never try to reflect reality perfectly, for then it will limit the players' imagination to the possibilities of the laws of the system, not the laws of nature.
3. Mechanics shalt encourage imagination ...in the same way as books do compared to television. If a miniature dungeon board game is analagous to television, then role-playing should be analagous to books. The system should be so tranquil and holeful (...) that the players and the GM needs to add a lot. Because in this added world is where role-playing has its stage. Note point 1, the system itself should not try to present too much colour, just an ease for us in presenting such.
4. Mechanics shalt strive for less nuance, to make it easy to make up new rules. Making up new rules, rules that are not covered by your system rulebooks, is vital for a good system. If there is not room for spontanious rules that function satisfactorily, then the mech is flawed, then it tries to be the Mirror of Nature (see 2.). Translated into practical language; the system can not have too much detail, nor too many nuances. E.g. a skill shouldnt have too many numbers between being "weak" and "superb", and HP need not more than a couple of levels, like "hurt, wounded, heavily wounded, incapacitated" or so.
5. Combat is irrelevant. There is no good enough way to combine miniature dungeon board games and role-playing (the way i want to). Both are fun, i admit, but the combo falls between two chairs. Combat should be easy and undetailed, for a large proportion of the rules i feel distract are made to make sense of combat. Which is not needed. Combat can be played the same way as any other element of a story, with as little as no rolls at all. That does not mean that this is how its played best. I would recommend reading an example of an alternative combat resolution in Children of Clay chapter 8.3 and 8.4, and the Story Element Combat suggestion of Fudge to better get my preference.
6. Not to orbit round the axis of challenge vs. ability. That games in which players, with their ability, try to beat the GMs challenges, and where the GM tries for it to be challenging, but not deadly - are poor games with my measure. This is a wrong (according to my dogma) and very boring (according to me) way of playing. It should be the same kind of cooperation between players and GM as there needs to be between a film director and its actors(&co-directors).
7. All the regular stuff. If there's something that i havent covered, then my opinion is probably generic.