If you make a Realm, please post to this thread about it!Just picked this up to read over the holidays. Love what I'm seeing so far.
If you make a Realm, please post to this thread about it!Just picked this up to read over the holidays. Love what I'm seeing so far.
From my perspective, it's uncertainty around how non-Myth-related prep and non-Myth-related framing are meant to work.Im going to have to reread this and look for 'gaps'. That wasn't my impression on my first, admittedly casual, reading. The perception of gaps in rules can just as easily stem from reader expectations and prior context as from any actual gaps. Given that this is pullling a lot of OSR readers that might be a factor.
Yeah, this is what I was getting at. Gamers who are used to rules sets A and B that have features/mechanics X and Y might easily identify a game that doesn't have those features as having gaps. The reality might be that they simply haven't expanded their conceptual horizon far enough to analyze the game without reference to the games they usually play and the mechanics they usually use. This is, by coincidence, exactly what I think is happening with the discussion of BBay in that other thread. I'm not sure if that's what's happening with MB, but I'm keen to figure it out.From my perspective, it's uncertainty around how non-Myth-related prep and non-Myth-related framing are meant to work.
I can plug the gaps based on my experience with Burning Wheel, Torchbearer and Prince Valiant. I'm guessing OSR-types would plug them differently. But I think that also might tend towards the concerns raised in the blog that was linked to, that is, identifying different "gaps" which I think aren't gaps at al!
Make sure to post your thoughts!Yeah, this is what I was getting at. Gamers who are used to rules sets A and B that have features/mechanics X and Y might easily identify a game that doesn't have those features as having gaps. The reality might be that they simply haven't expanded their conceptual horizon far enough to analyze the game without reference to the games they usually play and the mechanics they usually use. This is, by coincidence, exactly what I think is happening with the discussion of BBay in that other thread. I'm not sure if that's what's happening with MB, but I'm keen to figure it out.
If I have any thoughts worth posting I'll certainly share them.Make sure to post your thoughts!
Perhaps! People using their best tools to plug gaps is fine for some value of fine regardless of which tool we're talking about. I doubt that Moldvay basic will be my choice though given my familiarity with the rest of the Into the Odd games.I've got doubts that plugging gaps by using the methods of (say) Moldvay Basic will work well for the game. But presumably that's what at least some people are doing.
Perhaps, I wouldn't die on that hill, but in my experience MOST RPGs, particularly more traditional ones, make HUGE assumptions about what an RPG is and how it is played. These are pretty critical gaps in my book. You don't notice them, because you basically scan such a game as "Basically D&D plus a few different mechanics."Im going to have to reread this and look for 'gaps'. That wasn't my impression on my first, admittedly casual, reading. The perception of gaps in rules can just as easily stem from reader expectations and prior context as from any actual gaps. Given that this is pullling a lot of OSR readers that might be a factor.
I don't think 'Conceptual Horizon' or anything like that is involved. A game text is a text containing the instructions for how to play a game. You read it, you do what it says, you are playing that game. If you get to a certain point and there's no instructions covering what you do in situation X, then that's a gap! Now, MECHANICALLY most games have open-ended mechanics that cover things like "how do I roll dice and what do they mean in any arbitrary situation", but a lot of games have very large lacunae in terms of things like "how do we decide what situation comes up next?" Or "who gets to choose what comes up next, and by what process?" or any of a variety of other things like that.Yeah, this is what I was getting at. Gamers who are used to rules sets A and B that have features/mechanics X and Y might easily identify a game that doesn't have those features as having gaps. The reality might be that they simply haven't expanded their conceptual horizon far enough to analyze the game without reference to the games they usually play and the mechanics they usually use. This is, by coincidence, exactly what I think is happening with the discussion of BBay in that other thread. I'm not sure if that's what's happening with MB, but I'm keen to figure it out.