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General Tabletop Discussion
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On playing new game systems
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<blockquote data-quote="Morrus" data-source="post: 7901521" data-attributes="member: 1"><p>People often say it’s too much work to learn a new RPG. But people time sit down all the time to one-shots & demos at conventions with no work/prep. Learning a new RPG is super easy. The core mechanic of many games can be described in under 30 seconds, especially if somebody at the table knows it.</p><p></p><p>You can often just describe the core mechanic and start roleplaying. "To do something roll 2d6 and add your ability and beat the target", for example. Other stuff can be added in gradually if needed later.</p><p></p><p>While it's true you can <em>technically</em> do most things with any given rules system, different rules systems definitely provide different experiences, and they're worth checking out. Especially if the system is specifically designed for that genre. Different rules emphasize and incentivize different types of play.</p><p></p><p>As a super simple example, <em>Dread</em> does suspense really, really well. D&D does high fantasy about as well as anything could.</p><p></p><p>It is harder for the GM, but if you have a GM who knows the system, playing it is a fairly negligible difficulty compared to many things we do every every day. And so worth it!</p><p></p><p>System mastery isn't needed. You don't need to be an expert to do something.</p><p></p><p>So this is just me saying that if trying a new game system seems like too much work to you, give it a try! You may find it's a lot easier than you expected! And as a bonus, you get to have fun!</p></blockquote><p></p>
[QUOTE="Morrus, post: 7901521, member: 1"] People often say it’s too much work to learn a new RPG. But people time sit down all the time to one-shots & demos at conventions with no work/prep. Learning a new RPG is super easy. The core mechanic of many games can be described in under 30 seconds, especially if somebody at the table knows it. You can often just describe the core mechanic and start roleplaying. "To do something roll 2d6 and add your ability and beat the target", for example. Other stuff can be added in gradually if needed later. While it's true you can [I]technically[/I] do most things with any given rules system, different rules systems definitely provide different experiences, and they're worth checking out. Especially if the system is specifically designed for that genre. Different rules emphasize and incentivize different types of play. As a super simple example, [I]Dread[/I] does suspense really, really well. D&D does high fantasy about as well as anything could. It is harder for the GM, but if you have a GM who knows the system, playing it is a fairly negligible difficulty compared to many things we do every every day. And so worth it! System mastery isn't needed. You don't need to be an expert to do something. So this is just me saying that if trying a new game system seems like too much work to you, give it a try! You may find it's a lot easier than you expected! And as a bonus, you get to have fun! [/QUOTE]
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