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General Tabletop Discussion
*Pathfinder & Starfinder
RE-SKINNING: Who needs rules to customize?
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<blockquote data-quote="Empirate" data-source="post: 5647659" data-attributes="member: 78958"><p>While I do sympathize with the general bent of your statement, I disagree strongly on the role of rules for the game.</p><p></p><p>I find it highly motivating and interesting to not only play the game itself (which revolves around 90% role, 10% rollplaying in the group I DM for), but also think about the metagame, i.e. using and working with the ruleset. I find it fascinating how many interesting character concepts can be made to work within the ruleset in D&D 3.5 - giving you not only cool images in your head, but also mechanics to translate these into concretes. This way, you can be sure your ideas of what a character is good at, how his magic works exactly, and what his special moves are, will have a mechanical impact, too.</p><p></p><p>We have experimented with more free-form roleplaying, be it the highly abstract and simplified FATE-based ruleset that saw us saving the world from Odin's wrath, or a more simulationist Hârnmaster-based, heavily houseruled, "don't worry, we'll just handle it this way" system that carried us through three awesome campaigns. I even played in a campaign that positively had no rules whatsoever to translate imaginations into game mechanics.</p><p></p><p>All of these had their advantages over D&D, each in their own ways. However, none of these could match the appeal of D&D 3.5 for its ability to make concepts work mechanically. Granted, it can be a lot of work, but it can be quite enjoyable for a gamer like me to play the metagame and see how the myriad parts of a system fit together.</p><p></p><p>My fun's not better than yours, though. Enjoy your games, they sound great.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5647659, member: 78958"] While I do sympathize with the general bent of your statement, I disagree strongly on the role of rules for the game. I find it highly motivating and interesting to not only play the game itself (which revolves around 90% role, 10% rollplaying in the group I DM for), but also think about the metagame, i.e. using and working with the ruleset. I find it fascinating how many interesting character concepts can be made to work within the ruleset in D&D 3.5 - giving you not only cool images in your head, but also mechanics to translate these into concretes. This way, you can be sure your ideas of what a character is good at, how his magic works exactly, and what his special moves are, will have a mechanical impact, too. We have experimented with more free-form roleplaying, be it the highly abstract and simplified FATE-based ruleset that saw us saving the world from Odin's wrath, or a more simulationist Hârnmaster-based, heavily houseruled, "don't worry, we'll just handle it this way" system that carried us through three awesome campaigns. I even played in a campaign that positively had no rules whatsoever to translate imaginations into game mechanics. All of these had their advantages over D&D, each in their own ways. However, none of these could match the appeal of D&D 3.5 for its ability to make concepts work mechanically. Granted, it can be a lot of work, but it can be quite enjoyable for a gamer like me to play the metagame and see how the myriad parts of a system fit together. My fun's not better than yours, though. Enjoy your games, they sound great. [/QUOTE]
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RE-SKINNING: Who needs rules to customize?
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