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Playing a Game When You Don't Know the Rules
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<blockquote data-quote="Wednesday Boy" data-source="post: 5681071" data-attributes="member: 53678"><p>I might give it a try once but generally I think playing in a game like this would be a turn off to me. The issues that I have are:</p><p> </p><p>1. It's fun to roll dice and try to get that crit. If the GM's doing all of the rolling, the players lose out on that side of the fun.</p><p> </p><p>2. The odds of success and the benefit for succeeding on an action can vary greatly between systems. Maybe I assume there's an 80% chance of leaping the bottomless pit but in the systems that's being used there's really a 15% chance of success. Or maybe I want to grapple that troll and think that if I succeed I'll have it in a deadly sleeper hold. But the grappling rules for the system being used mean it moves at half its normal speed. Without knowing how the system works I think the risk/reward balance is too obscured and I could end up overextending myself too much.</p><p> </p><p>3. Without knowing what system is being used you could create a character conceptually who you dislike playing mechanically. For example, I really dislike the magic system in Dresden Files. If I had the character concept of a mage and the system ended up being Dresden Files, I'd have a harder time enjoying playing the character. (Maybe this issue is lessened since I wouldn't be running the mechanics of the character. But it's still an issue.)</p><p> </p><p>4. Maybe it's just me being overly protective of what I want out of a character but I know I can better customize a character concept for my preferences than someone else can when given the same concept. I'm sure they'd get the core of the character similar but I'd have a hard time shaking off the "I can do it better, why not let me?" feeling.</p><p> </p><p>All of that hesitation aside, I would give it a try. Since you're very interested in the players exploring and problemsolving, if I were playing in this sort of game I'd go almost entirely crunch free and make it more of a collaborative storytelling game.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5681071, member: 53678"] I might give it a try once but generally I think playing in a game like this would be a turn off to me. The issues that I have are: 1. It's fun to roll dice and try to get that crit. If the GM's doing all of the rolling, the players lose out on that side of the fun. 2. The odds of success and the benefit for succeeding on an action can vary greatly between systems. Maybe I assume there's an 80% chance of leaping the bottomless pit but in the systems that's being used there's really a 15% chance of success. Or maybe I want to grapple that troll and think that if I succeed I'll have it in a deadly sleeper hold. But the grappling rules for the system being used mean it moves at half its normal speed. Without knowing how the system works I think the risk/reward balance is too obscured and I could end up overextending myself too much. 3. Without knowing what system is being used you could create a character conceptually who you dislike playing mechanically. For example, I really dislike the magic system in Dresden Files. If I had the character concept of a mage and the system ended up being Dresden Files, I'd have a harder time enjoying playing the character. (Maybe this issue is lessened since I wouldn't be running the mechanics of the character. But it's still an issue.) 4. Maybe it's just me being overly protective of what I want out of a character but I know I can better customize a character concept for my preferences than someone else can when given the same concept. I'm sure they'd get the core of the character similar but I'd have a hard time shaking off the "I can do it better, why not let me?" feeling. All of that hesitation aside, I would give it a try. Since you're very interested in the players exploring and problemsolving, if I were playing in this sort of game I'd go almost entirely crunch free and make it more of a collaborative storytelling game. [/QUOTE]
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