Andor
First Post
Here is a point I honestly don't get. What is the reason for developing a narrative based ruleset for a game centered solely around killing things and taking their stuff?
A narrativist ruleset for a game centered around courtly love I understand. Likewise for games about gods influencing the mortal world, or monsters stuggling with the horror of their own nature.
A "simulationist" system like Hero or Gurps I understand for games where tracking minutia is desireable like a gritty tale of Medieval yeoman conscripts, or a crime/mystery solving game of cops dealing with gangs and slowly dawning horror.
Where does a game of tactical combat between faceless monsters and murdering plunderers with pretensions of glory gain from having a system that passes lightly over the details of that combat that is at the heart of it's function?
And Hong, please don't tell me not to think about it.
No offense but as I said (in an utterly unrelated conversation a few weeks ago) I will never apologize for suggesting someone think.
A narrativist ruleset for a game centered around courtly love I understand. Likewise for games about gods influencing the mortal world, or monsters stuggling with the horror of their own nature.
A "simulationist" system like Hero or Gurps I understand for games where tracking minutia is desireable like a gritty tale of Medieval yeoman conscripts, or a crime/mystery solving game of cops dealing with gangs and slowly dawning horror.
Where does a game of tactical combat between faceless monsters and murdering plunderers with pretensions of glory gain from having a system that passes lightly over the details of that combat that is at the heart of it's function?
And Hong, please don't tell me not to think about it.
