Akrasia
Procrastinator
JohnSnow said:...
I can't be any clearer than the following two statements.
As a player, I like to believe my decisions and choices (both while playing AND during character creation) have relevance to the game's outcome. If I make one choice, A will happen, but if I make another choice, instead B will happen. Anything that takes away from that element does not necessarily help to create the game I want to play. ...
In the campaign that we played together, the most significant things that the PCs did that altered the course of the campaign had *nothing* to do with the game's rules.
*Nothing.*
Rather, the PCs had, roughly, three possible courses of action over the course of the campaign. They could have: (a.) pursued the trail of the 'Cult' that they discovered; (b.) explore the ruins of the Amber Savants; and (c.) pursue their 'personal quests'.
I had prepared the campaign to cover all three possibilities. The PCs chose to focus on (a.), and I responded to that choice in subsequent sessions.
I thought there were *plenty* of interesting options in our campaign (or at least I tried to make sure there was). Moreover, the PCs determined the outcome of the campaign.
Nothing was 'predetermined' by me as GM. None of the campaign's most significant options had to do with the 'rules'.
JohnSnow said:...
How is this complicated? You can't eliminate a level of detail from the rules and then claim it somehow magically exists. It's ridiculous.
I don't know what this means, or to whom you are replying.
JohnSnow said:...
That's hyperbole. I'm perfectly comfortable with the GM coming up with homebrew settings and creating adventures. I just don't want their outcome and path pre-determined before I start playing.
Yes, and not wanting "outcome and path pre-determined" has *nothing* to do with the rules -- at least IME as a GM.
Like I just stated above, in our campaign the outcome was *not* pre-determined. Its outcome was determined by the *decisions* of the PCs. This would have been the case had we been using GURPS, C&C, True20, or whatever, instead of 3e.
*Nothing* in rules light/medium games prevent this kind of collaboration. In fact, IME, rules light/medium games *encourage* this kind of collaboration.JohnSnow said:...
I said "entirely of the GM's imagination." In other words, if the sole point of my character is to be part of an overarching plot arc that the GM has predetermined, then it's pointless to play. The players should be a part of creating game world in collaboration with the GM.
JohnSnow said:...
The only level at which this cropped up in our gameplay was that you were the one writing the character backgrounds. I grant you did try to take our ideas into account, but the details of the character were mostly fleshed out by you. Now, I know you had your reasons, but I would have liked it if the process could have been more collaborative.
You're misremembering what happened. I went to great pains to emphasize that I would *rewrite* the biographies (in part or in whole) if you wished.
Steve wanted to add a whole new dimension to his bio -- the 'one horn helmet' thing. I added it.
And Brian in fact wrote the rough draft of his bio -- I revised it slightly to fit into the campaign setting.
The fact that you *chose* not to revise or alter the draft that I gave you does not mean that you did not have the option. Others did exercise that option.
I disagee. It is simply a more *general* game.JohnSnow said:...
A gaming book with fewer rules is a simpler, but, in my opinion, less complete game.
Also, it does not follow that rules light/medium games *necessarily* mean that players have less options. I think you are unfairly generalizing on the basis of C&C alone here. You really should take a look at True20, for example. (It is close to d20, so it should be easy to grasp.)
JohnSnow said:...
That also doesn't make it "easy to play." Nothing truer has ever been said than "simple does not mean easy."
IME rule lights/medium games are both easier and funner to GM. They certainly have a *faster* pace. (Although I have some experience as a GM -- newbies may not feel as comfortable with such games.)
JohnSnow said:...
As I said earlier, I wanted to like C&C...
My recollection is quite different. I remember you being the one player *most* opposed to trying C&C. (Actually, you were the *only* player opposed to C&C.)
JohnSnow said:...
All of this is totally off Ryan's original point that, based on his observations, and in contradiction to his OWN anecdotal experiences, rules-light games did not actually PLAY any faster. You can scream that it doesn't match your experiences until you're blue in the face, but until someone produces an observational study with different data, I'm going to accept that Ryan is accurately reporting his findings. If that was the case and it doesn't match the body of anecdotal experience, then someyhing is screwy and should be investigated.
I am sure Ryan is "accurately reporting his findings". That doesn't change the fact that I think his findings are bunk. For one thing, he never specified what he meant by a 'rules light' game. In fact, nothing about the games used in the study have been mentioned. Moreover, in his later comments, he noted that the problems he observed primarily had to do with gamers who did *not* normally game together. That caveat alone renders his study inapplicable to most gaming groups.
More generally, I do not doubt that gamers in the grip of a certain paradigm might find rules light/medium games difficult to play. Big deal. Those aren't the gamers I generally play with (nor, I would guess, the majority of other gamers who prefer rules light/medium games).
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