Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Sean Reynolds' new company press release
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eyebeams" data-source="post: 1804648" data-attributes="member: 9225"><p>Heya Mike,</p><p></p><p></p><p></p><p>I think you're underestimating people's fondness for certain parts of a flawed design, especially when it comes to actually enhancing the feel of a game. The best example I can think of is Rifts. Rifts is a badly designed game, but elements of its system are perfect for supporting the kind of play people tend to get into with Rifts. One example is the fact that combat is long and detailed, but skill resolution is a simple pass/fail on d%. This actually works pretty well when it comes to focusing on action flick combat, where you want something quick and dumb for all those other, less important tasks Rifts characters need to do. The trouble is that the way you derive the numbers for this stuff is utter bollocks.</p><p></p><p>Now D20 games do have a definite emphasis, but the engine is solid enough to let you change it without too much trouble. The question is the degree to which people confuse soundness of mechanics for emphasis. AU's action-pointy system could be pilloried for surface vagueness, for instance, but it follows the game's DM-centered design goal nicely.</p><p></p><p></p><p></p><p>I'm always suspicious of comments like this, because they tend to be used to back some spurious argument about whay game X sucks. I'd say its more accurate to abserve that there's often a disjoint between online fandom and people who actually play certain games. Sometimes the numbers are about even (I've noticed that plenty of people play Changeling, but I hardly ever see them actually post anywhere -- the fans post about abstract issues instead), and sometimes they aren't (I've never seen an Unknown Armies game), and sometimes their connection to sales is strange or tenuous (Call of Cthulhu doesn't sell gangbusters, but lots of people like it, and the non-D20 game has had so many similar editions we have no way of telling how many people are playing its varous incarnations).</p><p></p><p></p><p></p><p>I think it's more complex than that. There are games with good parts of the design that are compelling enough to keep people hacking at it. Games that are just plain awful do, in fact, tend to fail, no matter how neat the fluff is, as do games that just don't offer a distinct feel in the systems. Lord of the Rings strikes me as a game like this. With errata-laden mechanics and too much of a similarity to D&D, it couldn't even ride a virtual license to print money to the point of sustainability.</p><p></p><p></p><p></p><p>Y'see, this is the kind of thing I'm talking about. Feng Shui isn't just liked for its setting and "fluff." People love the rules, but are pained by bits of them.</p><p></p><p></p><p></p><p>Well, that's rather the point. I see the recursive conversation about D20 design working according to this metaphor:</p><p></p><p>Person A: "See, this thing's an Indy 500 racer!"</p><p></p><p>Person B: "Actually, I'm looking for a motorcycle."</p><p></p><p>A: "Oh, you can turn it into a motorcycle."</p><p></p><p>B: "OK. What if I make these changes?"</p><p></p><p>A: "But then it's not an Indy 500 racer any more!"</p><p></p><p>That's what this Sneak Attacking undead thing feels like to me. I can see it as a perfectly fine niche ability, as long as its hooked up to the right fluff. And of course, I should be able to do just this -- but then, purists who see the Indy racer as the ultimate end think you're being daft.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 1804648, member: 9225"] Heya Mike, I think you're underestimating people's fondness for certain parts of a flawed design, especially when it comes to actually enhancing the feel of a game. The best example I can think of is Rifts. Rifts is a badly designed game, but elements of its system are perfect for supporting the kind of play people tend to get into with Rifts. One example is the fact that combat is long and detailed, but skill resolution is a simple pass/fail on d%. This actually works pretty well when it comes to focusing on action flick combat, where you want something quick and dumb for all those other, less important tasks Rifts characters need to do. The trouble is that the way you derive the numbers for this stuff is utter bollocks. Now D20 games do have a definite emphasis, but the engine is solid enough to let you change it without too much trouble. The question is the degree to which people confuse soundness of mechanics for emphasis. AU's action-pointy system could be pilloried for surface vagueness, for instance, but it follows the game's DM-centered design goal nicely. I'm always suspicious of comments like this, because they tend to be used to back some spurious argument about whay game X sucks. I'd say its more accurate to abserve that there's often a disjoint between online fandom and people who actually play certain games. Sometimes the numbers are about even (I've noticed that plenty of people play Changeling, but I hardly ever see them actually post anywhere -- the fans post about abstract issues instead), and sometimes they aren't (I've never seen an Unknown Armies game), and sometimes their connection to sales is strange or tenuous (Call of Cthulhu doesn't sell gangbusters, but lots of people like it, and the non-D20 game has had so many similar editions we have no way of telling how many people are playing its varous incarnations). I think it's more complex than that. There are games with good parts of the design that are compelling enough to keep people hacking at it. Games that are just plain awful do, in fact, tend to fail, no matter how neat the fluff is, as do games that just don't offer a distinct feel in the systems. Lord of the Rings strikes me as a game like this. With errata-laden mechanics and too much of a similarity to D&D, it couldn't even ride a virtual license to print money to the point of sustainability. Y'see, this is the kind of thing I'm talking about. Feng Shui isn't just liked for its setting and "fluff." People love the rules, but are pained by bits of them. Well, that's rather the point. I see the recursive conversation about D20 design working according to this metaphor: Person A: "See, this thing's an Indy 500 racer!" Person B: "Actually, I'm looking for a motorcycle." A: "Oh, you can turn it into a motorcycle." B: "OK. What if I make these changes?" A: "But then it's not an Indy 500 racer any more!" That's what this Sneak Attacking undead thing feels like to me. I can see it as a perfectly fine niche ability, as long as its hooked up to the right fluff. And of course, I should be able to do just this -- but then, purists who see the Indy racer as the ultimate end think you're being daft. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sean Reynolds' new company press release
Top