Cergorach
The Laughing One
The subject of this discussion is a Rules vs. Story oriented game, and the relevance of the game system used.
I'll start with a short introduction of how these ideas evolved in my head (you can call it Cergorach's Headroom).
Not so long ago we (the group i play with) finished a rather long D&D campaign (one that started about 6 months before 3E was released), it wasn't really finished, everyone just had enough of the campaign. One of the reasons was that we where high level (20isch) and every combat became a long and tedious mental excercise, we had seen it all and done it all. We tried to start a new game (1st level) but after two sessions i dropped out as a player, i wasn't enjoying myself enough to 'justify' the 9 hours of game time i spent every three weeks or so. My friends asked why didn't i enjoy myself anymore? That's where this 'rant' comes in...
D&D3E is a great game, in a lot of ways it's better than D&D2E. For one it's a lot clearer in the rules department and probably also a lot better balanced. This was done by using a lot of rules, and i must say it was done very well. But it's greatest strength is also it's greatest weakness, the rules. There are now so many rules and statistics for D&D3E that it's quickly becomming more a rollplaying game than a roleplaying game. Over the last couple of years the shelf space for D&D3E has become larger and larger. We played in the Forgotten Realms setting and at the end of the campaign i had about 30 D&D3E books that held relevant rule information, sure i could have done it with the 3 basic game books (just as i have done in the beginning), but i'm also not using my old 486DX to write this message (call it progress). New 'setting' books now dedicate abou 40% of their page count on rules and statistics. Can i say rule and statistic overkill?
Of course it's always up to the people playing the game to make it either a roll or role playing game, but the rules used are still a very big temptation. Especially for the players it's easy to fall into the pitt of what's the strongest combo for the character played, or rules laywering. I've had the players of my game dictate the rules of the D&D sessions, that isn't funny, especially when you want to play D&D, and saying 'screw it' isn't an option.
D&D3E is a very good game for the beginning gamemaster because everything is explained in all the detailed glory. It's a bit like HeroQuest (a somewhat older boardgame by MB and GW), playing the DM is just like playing a character, only with more characters. It's not that i suddenly dislike D&D3E, most certainly NOT! But i do find that the game system hinders a game that's more about the story instead of the rules. Those same rule details hinder the DM when most of (if not all) the players know the rules in detail.
These are of course my own 'findings', but i'm curious whether other people are also finding the D&D3E rules starting to hinder them in their creative storytelling. Have people solved these issues within the D&D3E rules, and if so, how so. Or have people migrated to other game systems (fat change that they are still hanging around a D&D3e board).
I've played some White Wolf Storyteller games in the past (Mage, Vampire, Werewolf) and my experience with that system is that it's less complex than D&D3E and also allows for greater creativity in the rules department on the part of the DM (rolling a Firearm + Intelligence for figuring out how to put the sniper rifle together for example). Now i'm sure that there are other 'simple' game systems out there, but are there any OGL (or similar liscence) systems that have a simpler rule system?
I'll start with a short introduction of how these ideas evolved in my head (you can call it Cergorach's Headroom).
Not so long ago we (the group i play with) finished a rather long D&D campaign (one that started about 6 months before 3E was released), it wasn't really finished, everyone just had enough of the campaign. One of the reasons was that we where high level (20isch) and every combat became a long and tedious mental excercise, we had seen it all and done it all. We tried to start a new game (1st level) but after two sessions i dropped out as a player, i wasn't enjoying myself enough to 'justify' the 9 hours of game time i spent every three weeks or so. My friends asked why didn't i enjoy myself anymore? That's where this 'rant' comes in...
D&D3E is a great game, in a lot of ways it's better than D&D2E. For one it's a lot clearer in the rules department and probably also a lot better balanced. This was done by using a lot of rules, and i must say it was done very well. But it's greatest strength is also it's greatest weakness, the rules. There are now so many rules and statistics for D&D3E that it's quickly becomming more a rollplaying game than a roleplaying game. Over the last couple of years the shelf space for D&D3E has become larger and larger. We played in the Forgotten Realms setting and at the end of the campaign i had about 30 D&D3E books that held relevant rule information, sure i could have done it with the 3 basic game books (just as i have done in the beginning), but i'm also not using my old 486DX to write this message (call it progress). New 'setting' books now dedicate abou 40% of their page count on rules and statistics. Can i say rule and statistic overkill?
Of course it's always up to the people playing the game to make it either a roll or role playing game, but the rules used are still a very big temptation. Especially for the players it's easy to fall into the pitt of what's the strongest combo for the character played, or rules laywering. I've had the players of my game dictate the rules of the D&D sessions, that isn't funny, especially when you want to play D&D, and saying 'screw it' isn't an option.
D&D3E is a very good game for the beginning gamemaster because everything is explained in all the detailed glory. It's a bit like HeroQuest (a somewhat older boardgame by MB and GW), playing the DM is just like playing a character, only with more characters. It's not that i suddenly dislike D&D3E, most certainly NOT! But i do find that the game system hinders a game that's more about the story instead of the rules. Those same rule details hinder the DM when most of (if not all) the players know the rules in detail.
These are of course my own 'findings', but i'm curious whether other people are also finding the D&D3E rules starting to hinder them in their creative storytelling. Have people solved these issues within the D&D3E rules, and if so, how so. Or have people migrated to other game systems (fat change that they are still hanging around a D&D3e board).
I've played some White Wolf Storyteller games in the past (Mage, Vampire, Werewolf) and my experience with that system is that it's less complex than D&D3E and also allows for greater creativity in the rules department on the part of the DM (rolling a Firearm + Intelligence for figuring out how to put the sniper rifle together for example). Now i'm sure that there are other 'simple' game systems out there, but are there any OGL (or similar liscence) systems that have a simpler rule system?
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