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Really, how important is the system/edition?
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<blockquote data-quote="karlindel" data-source="post: 4946573" data-attributes="member: 27103"><p>I think that the system is very important. The system sets the tone of the game, and leads to some assumptions as to how the game world works. If the system is one in which it is cheap and easy for characters to have and use powerful magic, it clashes if used to represent a setting in which magic is meant to be rare and dangerous to use. Similarly, systems that has detailed rules for things that aren't important to the game, and no rules for things that are important to the game, will result in a game in which the rules hinder rather than help gameplay.</p><p></p><p>The system used provides the players with an idea of how the game world works. It also helps them determine how they should play in the world. If the system has player-driven narrative elements, then the players will add elements to the game world themselves. If the system is one in which the players only control what their characters do and no more, then the players are more likely to spend time asking the GM questions to see what they can do. If the system offers incentives for performing certain types of actions, the players are more likely to perform those actions.</p><p></p><p>I have played in good games under systems I don't like (notably RIFTS), because the players were fun, the GM was good, and the system is not the only thing that can make a game fun. That said, a game will be better off with a system that the players and GM like that also properly represents the kind of game they want to play.</p></blockquote><p></p>
[QUOTE="karlindel, post: 4946573, member: 27103"] I think that the system is very important. The system sets the tone of the game, and leads to some assumptions as to how the game world works. If the system is one in which it is cheap and easy for characters to have and use powerful magic, it clashes if used to represent a setting in which magic is meant to be rare and dangerous to use. Similarly, systems that has detailed rules for things that aren't important to the game, and no rules for things that are important to the game, will result in a game in which the rules hinder rather than help gameplay. The system used provides the players with an idea of how the game world works. It also helps them determine how they should play in the world. If the system has player-driven narrative elements, then the players will add elements to the game world themselves. If the system is one in which the players only control what their characters do and no more, then the players are more likely to spend time asking the GM questions to see what they can do. If the system offers incentives for performing certain types of actions, the players are more likely to perform those actions. I have played in good games under systems I don't like (notably RIFTS), because the players were fun, the GM was good, and the system is not the only thing that can make a game fun. That said, a game will be better off with a system that the players and GM like that also properly represents the kind of game they want to play. [/QUOTE]
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Really, how important is the system/edition?
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