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Rifts vs D&D
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<blockquote data-quote="Wik" data-source="post: 5483550" data-attributes="member: 40177"><p>You and I disagree, then. I believe all games are made better with a good DM, but if you're playing a game that REQUIRES one, it's a good sign you're playing a bad game. Games should be built towards the assumption that they will be run by an average GM.</p><p></p><p>The big problem with RIFTS is that there's no advice out of the box. There's no inherent balance in the game, or really any presentation as to what the players DO. A game should have a thesis to it, and RIFTS lacks that - and really, that's a bad idea. It's a bad idea to present a setting where "Anything is possible", and then couple that with classes that are very specific - why does there need to be a Rogue Scientist AND a Rogue Tutor? </p><p></p><p>A good GM will see these inconsistencies and make house rules, or only allow certain classes, or bar certain classes. But then we come back to the same problem - if the game doesn't work out of the box, isn't that a huge strike against the game?</p><p></p><p>I'm sure any game can be good with a great GM, with the exception of F.A.T.A.L. (Of course). But if that GM has to make big changes to the game's character creation rules, existing rules, or whatever else, you're not really playing that game - you're playign that GM's version of the game, which is something else entirely.</p><p></p><p>I realize a lot of what I said can apply to D&D as well, particularly older editions that had spotty rules. Really, the big difference is that D&D has been able to look at faulty areas, admit a problem, and work on changes. Siembieda is unable to see fault with anything he's done - instead, he looks at the work his writers does, sees it as wrong, and then takes over and "makes it perfect". And because of this, he can't ever admit that something he made doesn't work.</p><p></p><p>Instead, he'll tell you you're playing it wrong, and write huge essays in his books on why those people are wrong.</p><p></p><p>It's very frustrating stuff.</p></blockquote><p></p>
[QUOTE="Wik, post: 5483550, member: 40177"] You and I disagree, then. I believe all games are made better with a good DM, but if you're playing a game that REQUIRES one, it's a good sign you're playing a bad game. Games should be built towards the assumption that they will be run by an average GM. The big problem with RIFTS is that there's no advice out of the box. There's no inherent balance in the game, or really any presentation as to what the players DO. A game should have a thesis to it, and RIFTS lacks that - and really, that's a bad idea. It's a bad idea to present a setting where "Anything is possible", and then couple that with classes that are very specific - why does there need to be a Rogue Scientist AND a Rogue Tutor? A good GM will see these inconsistencies and make house rules, or only allow certain classes, or bar certain classes. But then we come back to the same problem - if the game doesn't work out of the box, isn't that a huge strike against the game? I'm sure any game can be good with a great GM, with the exception of F.A.T.A.L. (Of course). But if that GM has to make big changes to the game's character creation rules, existing rules, or whatever else, you're not really playing that game - you're playign that GM's version of the game, which is something else entirely. I realize a lot of what I said can apply to D&D as well, particularly older editions that had spotty rules. Really, the big difference is that D&D has been able to look at faulty areas, admit a problem, and work on changes. Siembieda is unable to see fault with anything he's done - instead, he looks at the work his writers does, sees it as wrong, and then takes over and "makes it perfect". And because of this, he can't ever admit that something he made doesn't work. Instead, he'll tell you you're playing it wrong, and write huge essays in his books on why those people are wrong. It's very frustrating stuff. [/QUOTE]
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