Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Prima System - Core Mechanic discussion.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Michael Morris" data-source="post: 6268636" data-attributes="member: 87"><p>That's not how I would describe the graph. And no, I'm not inclined to switch it out. The comprehensiveness and complexity of the rules system has little to do with player disruptiveness. In my experience its always the same player invoking rules arguments whether it's a rules heavy system like Pathfinder, something midrange like Savage Worlds or even a rule light system. If there are rules, someone's going to argue. This is a problem that lies outside the scope of the rule system itself. I've seen players try to tell the GM what happens in HoL of all systems. It didn't end well. Given this fact, the possibility of player rules lawyering shouldn't be a guide on how a system is built. Ever. When I hear rule zero - especially in the context of your other statements - I hear "Me against them" mentality. And that's a poor way to run a game or tell a story. The game and the story belongs to the group. To me dice should only be cast if the participants are OK with all possible outcomes of the roll. Otherwise, why consult the dice? Just choose the outcome you want and play that. I don't think you understand fully understand system complexity. Go only has 3 rules but is one of the most complex games ever devised. The rules of chess can be written on one page. Each card in Magic The Gathering is effectively a rule case - and while the tournament rules take nearly 200 pages, the beginner's overview needed to play still is under 10 pages. All of these have little to do with how thick or light the rulebook is. Page count isn't the problem. Consistency, for most RPG's but especially older ones, is the problem. AD&D 1e and 2e are particularly bad offenders - some rolls must be high, some low, some skills use d20, others use percentile. In building my own system I'm wanting a consistent core that can be described in under ten pages, with basic classes and races taking a page each. I'm not concerned with how large the book becomes as long as it is consistent. Another advantage of consistency is when situations come up that aren't accounted for in the book, the GM should be able to extrapolate the existing rules to cover those situations. But if the rules cannot do this for lack of consistency or what have you, and instead 'rule 0' has to be invoked, then the rule system was lacking and inflexible to begin with - the designer has failed.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6268636, member: 87"] That's not how I would describe the graph. And no, I'm not inclined to switch it out. The comprehensiveness and complexity of the rules system has little to do with player disruptiveness. In my experience its always the same player invoking rules arguments whether it's a rules heavy system like Pathfinder, something midrange like Savage Worlds or even a rule light system. If there are rules, someone's going to argue. This is a problem that lies outside the scope of the rule system itself. I've seen players try to tell the GM what happens in HoL of all systems. It didn't end well. Given this fact, the possibility of player rules lawyering shouldn't be a guide on how a system is built. Ever. When I hear rule zero - especially in the context of your other statements - I hear "Me against them" mentality. And that's a poor way to run a game or tell a story. The game and the story belongs to the group. To me dice should only be cast if the participants are OK with all possible outcomes of the roll. Otherwise, why consult the dice? Just choose the outcome you want and play that. I don't think you understand fully understand system complexity. Go only has 3 rules but is one of the most complex games ever devised. The rules of chess can be written on one page. Each card in Magic The Gathering is effectively a rule case - and while the tournament rules take nearly 200 pages, the beginner's overview needed to play still is under 10 pages. All of these have little to do with how thick or light the rulebook is. Page count isn't the problem. Consistency, for most RPG's but especially older ones, is the problem. AD&D 1e and 2e are particularly bad offenders - some rolls must be high, some low, some skills use d20, others use percentile. In building my own system I'm wanting a consistent core that can be described in under ten pages, with basic classes and races taking a page each. I'm not concerned with how large the book becomes as long as it is consistent. Another advantage of consistency is when situations come up that aren't accounted for in the book, the GM should be able to extrapolate the existing rules to cover those situations. But if the rules cannot do this for lack of consistency or what have you, and instead 'rule 0' has to be invoked, then the rule system was lacking and inflexible to begin with - the designer has failed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Prima System - Core Mechanic discussion.
Top