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<blockquote data-quote="Remathilis" data-source="post: 1572335" data-attributes="member: 7635"><p>FINALLY!</p><p> </p><p> </p><p>A minor quibble on game/guide. Most GM tomes are already called "Guides"; Dungeon Master's Guide, Storytellers Guide, etc.</p><p> </p><p> </p><p>Mechanics is a common term used anyway, "game mechanics" are referenced in the DMG 3.5 constantly. </p><p> </p><p> </p><p>All current RPGs have this, d20, d10, d6, 2d6, fate deck, etc. </p><p> </p><p> </p><p>Again, the bulk of the player's guides are devoted to this. </p><p> </p><p> </p><p>Not necessarily. While RPGs like Lord ot the Rings and Star Wars can be very specific, more generic systems like GURPS and even d20 Modern are intentionally designed to be settingless and flavored by your GM. Even D&D is flavored differently by every DM, thanks to the variety of home-brews and house rules. </p><p> </p><p> </p><p>See above. You need to have a clear setting implied by the rules, and this definition of a RPH leaves generic systems cold. Otherwise, most systems DO do this, check out Star Wars d20 for a great example. </p><p> </p><p> </p><p>Aside from cutting down on table-talk, I can't see any ways to do this. A good group of friends can do this without any major system changes, a bad group can't plan the pizza run without competition. This is the nature of the PLAYER, not the game itself. </p><p> </p><p> </p><p>I'd love to see D&D have a more codified XP for non-combat scenarios, but White Wolf has a pretty good one IIRC. </p><p> </p><p> </p><p>DM, GM, Storyteller, Referee, the name doesn't make much difference. Doesn't sound bad though. </p><p> </p><p> </p><p>A good guide-book could encompass this, as well as additional hints/tips in many rule books. The DMG eludes to much of this, but concrete examples and tips are not included unfortunately. For great advice, a chapter like the "Tenents of Terror" in the old Ravenloft Book would be sweet.</p><p> </p><p> </p><p>This can only come from experience. </p><p> </p><p> </p><p>This is something the is up to the individual DM. Some run a very PC focused game, others make the PCs another individual that exists in the world. </p><p> </p><p> </p><p>Again, this is up to individual player, though suggestions might help. </p><p> </p><p> </p><p>It sounds like you want the game to leave its combat-wargame roots and become more of a "life-simulation" system. Thats fine. I can even agree with most of your latter points. However, these are not the problem with the game/hobby as a whole. A good guide book detailing this information (and some inclusion into supsequent GM guides) might do the whole thing good, but nothing outlined above (aside from naming conventions) is anything my Group doesn't do any given Sunday. </p><p> </p><p>Still sounds like you have a problem with the way some people play, and you're blaming the system on it, not the player.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1572335, member: 7635"] FINALLY! A minor quibble on game/guide. Most GM tomes are already called "Guides"; Dungeon Master's Guide, Storytellers Guide, etc. Mechanics is a common term used anyway, "game mechanics" are referenced in the DMG 3.5 constantly. All current RPGs have this, d20, d10, d6, 2d6, fate deck, etc. Again, the bulk of the player's guides are devoted to this. Not necessarily. While RPGs like Lord ot the Rings and Star Wars can be very specific, more generic systems like GURPS and even d20 Modern are intentionally designed to be settingless and flavored by your GM. Even D&D is flavored differently by every DM, thanks to the variety of home-brews and house rules. See above. You need to have a clear setting implied by the rules, and this definition of a RPH leaves generic systems cold. Otherwise, most systems DO do this, check out Star Wars d20 for a great example. Aside from cutting down on table-talk, I can't see any ways to do this. A good group of friends can do this without any major system changes, a bad group can't plan the pizza run without competition. This is the nature of the PLAYER, not the game itself. I'd love to see D&D have a more codified XP for non-combat scenarios, but White Wolf has a pretty good one IIRC. DM, GM, Storyteller, Referee, the name doesn't make much difference. Doesn't sound bad though. A good guide-book could encompass this, as well as additional hints/tips in many rule books. The DMG eludes to much of this, but concrete examples and tips are not included unfortunately. For great advice, a chapter like the "Tenents of Terror" in the old Ravenloft Book would be sweet. This can only come from experience. This is something the is up to the individual DM. Some run a very PC focused game, others make the PCs another individual that exists in the world. Again, this is up to individual player, though suggestions might help. It sounds like you want the game to leave its combat-wargame roots and become more of a "life-simulation" system. Thats fine. I can even agree with most of your latter points. However, these are not the problem with the game/hobby as a whole. A good guide book detailing this information (and some inclusion into supsequent GM guides) might do the whole thing good, but nothing outlined above (aside from naming conventions) is anything my Group doesn't do any given Sunday. Still sounds like you have a problem with the way some people play, and you're blaming the system on it, not the player. [/QUOTE]
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