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Really, how important is the system/edition?
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<blockquote data-quote="Ariosto" data-source="post: 4942654" data-attributes="member: 80487"><p>As GM, one can downplay the importance of mechanisms by reducing the degree to which they occupy players' attention -- if the players are amenable. I've had some fine experiences that way with rules sets that I have otherwise found tedious and not wanted to GM myself.</p><p></p><p>That does not satisfy players who find dealing with the rules a big part of the pleasure. For them, the time-consuming details are a reason to choose (e.g.) <em>Chivalry & Sorcery</em> or WotC D&D (or 3e over 4e, or vice-versa). The <strong>ways</strong> in which time and energy are by design invested vary, and thus get different responses from different people.</p><p></p><p>There's a popular game that to other eyes is "action packed" with "cool", "exciting" and "tactically rich" stuff -- but to me is dull in a way that's mind-numbing when it's not nerve-grating. From experience, the little interest I can find in it is not enough to keep me happily engaged through a four-hour session (much less a longer one).</p><p></p><p>RPGs that do please me (including some of comparable rules complexity) have been around for decades -- and been found wanting by enthusiasts of this new game. It's the differences that give a reason to switch ... or not to switch. Some people can enjoy both, and that's nifty for them.</p><p></p><p>For the rest of us, there's not much point in trying to please everyone. As with food, music and other pleasures trying to turn A into an imitation of B is not likely to please fans of either. It easily becomes a pointless and costly exercise.</p><p></p><p>More to the point is hooking up with people who are on the same page. "Editions" that are really different games mess with "network externalities".</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4942654, member: 80487"] As GM, one can downplay the importance of mechanisms by reducing the degree to which they occupy players' attention -- if the players are amenable. I've had some fine experiences that way with rules sets that I have otherwise found tedious and not wanted to GM myself. That does not satisfy players who find dealing with the rules a big part of the pleasure. For them, the time-consuming details are a reason to choose (e.g.) [i]Chivalry & Sorcery[/i] or WotC D&D (or 3e over 4e, or vice-versa). The [b]ways[/b] in which time and energy are by design invested vary, and thus get different responses from different people. There's a popular game that to other eyes is "action packed" with "cool", "exciting" and "tactically rich" stuff -- but to me is dull in a way that's mind-numbing when it's not nerve-grating. From experience, the little interest I can find in it is not enough to keep me happily engaged through a four-hour session (much less a longer one). RPGs that do please me (including some of comparable rules complexity) have been around for decades -- and been found wanting by enthusiasts of this new game. It's the differences that give a reason to switch ... or not to switch. Some people can enjoy both, and that's nifty for them. For the rest of us, there's not much point in trying to please everyone. As with food, music and other pleasures trying to turn A into an imitation of B is not likely to please fans of either. It easily becomes a pointless and costly exercise. More to the point is hooking up with people who are on the same page. "Editions" that are really different games mess with "network externalities". [/QUOTE]
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