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Out with the old (Game design traditions we should let go)
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<blockquote data-quote="overgeeked" data-source="post: 8673047" data-attributes="member: 86653"><p>Awesome. The system <em>should</em> handle those things because <em>you want the system to handle those things</em>. Gotcha. But that doesn't mean the system <em>has to</em>. That's my point. Some people want the system to handle those things, others don't. But there's no cosmic rule that the system <em>must</em>. It is possible to handle those things without the system. It's how people have played for decades. It's how the people who created the first published role-playing games played.</p><p></p><p>I want the fiction and the fictional context to handle those things. Because it's less work for me. I don't have to memorize as much or look up as much when we handle that ourselves rather than "offloading" the work to the mechanics. It's not really offloading as we have to read, re-read, re-re-read...look it up...look it up again...memorize it...forget it...relearn it after a few months away from active play. On and on.</p><p></p><p>Weird. I always thought the referee/players gave the fiction meaning.</p><p></p><p>Those are all <em>setting</em> information. Not mechanics. I can use the sentences above and do the same thing without whatever mechanics those books present to do the same thing. Again, it doesn't have to be done through mechanics.</p><p></p><p>Exactly. Sometimes it's fun to dig deep into the tactics and mechanics, other times it's fun to free-form it. Nothing wrong with either. Your preferences tend to run more into mechanics than mine. I prefer everything to be handled by the people at the table rather than a tome. Saves time and brainpower. Also much quicker.</p><p></p><p>Which is weird because the Alien RPG covers Alien and Aliens with the same game system, just with some tweaks. </p><p></p><p>But yeah, different stories and different feel. Mechanics can do that. But so can the people at the table.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8673047, member: 86653"] Awesome. The system [I]should[/I] handle those things because [I]you want the system to handle those things[/I]. Gotcha. But that doesn't mean the system [I]has to[/I]. That's my point. Some people want the system to handle those things, others don't. But there's no cosmic rule that the system [I]must[/I]. It is possible to handle those things without the system. It's how people have played for decades. It's how the people who created the first published role-playing games played. I want the fiction and the fictional context to handle those things. Because it's less work for me. I don't have to memorize as much or look up as much when we handle that ourselves rather than "offloading" the work to the mechanics. It's not really offloading as we have to read, re-read, re-re-read...look it up...look it up again...memorize it...forget it...relearn it after a few months away from active play. On and on. Weird. I always thought the referee/players gave the fiction meaning. Those are all [I]setting[/I] information. Not mechanics. I can use the sentences above and do the same thing without whatever mechanics those books present to do the same thing. Again, it doesn't have to be done through mechanics. Exactly. Sometimes it's fun to dig deep into the tactics and mechanics, other times it's fun to free-form it. Nothing wrong with either. Your preferences tend to run more into mechanics than mine. I prefer everything to be handled by the people at the table rather than a tome. Saves time and brainpower. Also much quicker. Which is weird because the Alien RPG covers Alien and Aliens with the same game system, just with some tweaks. But yeah, different stories and different feel. Mechanics can do that. But so can the people at the table. [/QUOTE]
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