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General Tabletop Discussion
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New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="Doghead Thirteen" data-source="post: 3352815" data-attributes="member: 49966"><p>Rule 3 is probably the most important; to my view, fun is the entire point of roleplaying. The idea behind rule 1 is that if a bunch of somewhat drunk people (several of whom are dyslexic) can coherently understand and adhere to the rules, then the game system is simple enough. </p><p></p><p>Simplicity is important because it stops the rules getting in the way of the part we really enjoy. Character development, interaction with NPC's and advancement of the plot are, to us, a lot more important than rolling buckets of dice. Don't mistake simplicity for lack of depth - several friends have described our character generation rules as some of the most flexible they've seen.</p><p></p><p>I can only speak for myself, but I play these games to immerse myself in a world without the limitations and constraints of my day-to-day life. Having to deal with artificial constraints or breaks in the action to roll buckets of dice would defeat the purpose, so the more fluid and fast-moving the game system, the better.</p></blockquote><p></p>
[QUOTE="Doghead Thirteen, post: 3352815, member: 49966"] Rule 3 is probably the most important; to my view, fun is the entire point of roleplaying. The idea behind rule 1 is that if a bunch of somewhat drunk people (several of whom are dyslexic) can coherently understand and adhere to the rules, then the game system is simple enough. Simplicity is important because it stops the rules getting in the way of the part we really enjoy. Character development, interaction with NPC's and advancement of the plot are, to us, a lot more important than rolling buckets of dice. Don't mistake simplicity for lack of depth - several friends have described our character generation rules as some of the most flexible they've seen. I can only speak for myself, but I play these games to immerse myself in a world without the limitations and constraints of my day-to-day life. Having to deal with artificial constraints or breaks in the action to roll buckets of dice would defeat the purpose, so the more fluid and fast-moving the game system, the better. [/QUOTE]
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New Design Paradigms - What are they and are they good or bad?
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