Sorry - I think the point was missed...

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'm still awaiting sufficient clarification of the study Ryan was involved in/privy to, to conclude that it is (1) at all valid and (2) applicable to current games.

To reiterate: comparing Storyteller and AD&D2 is a lot like comparing a braeburn apple and a fuji apple--if you don't find much difference in what dishes you can make with them, i'm not at all surprised, but i also don't think you've shown much. But, if the study compared RMSS and AD&D2 to Everway and OtE, then maybe its results are surprising, and possibly meaningful (depending on other factors).
 

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Gentlegamer said:
To a lesser extent, both GURPS and HERO are also toolkits for making your own game. I like both, but there is a lot of pre-campaign work to be done with those systems.

In fact, i can pick up Fudge and play a game with literally zero prep work--just tell the players the genre/setting, and make characters. No generation of skill lists, or powers, or figuring out gadgets, or any of that stuff (assuming you're willing to use one of the default wound systems, basically).

I've tried to do the same with both GURPS and HERO, and failed utterly. In the former case, we threw our hands up--it just was too alien to our gaming style. In the latter case, it ended up requiring a fair bit of prep work before we could finish making our characters.

So, for all those claiming that Fudge "isn't a real system, just a toolkit": i claim that it is more playable "out of the box" than GURPS or HERO, and i've never heard anyone claim they're incomplete.
 

woodelf said:
So, for all those claiming that Fudge "isn't a real system, just a toolkit": i claim that it is more playable "out of the box" than GURPS or HERO, and i've never heard anyone claim they're incomplete.
Nobody said that Fudge was incomplete ;). HERO isn't incomplete, either. For Gurps you might need a whole library for a specific idea :D. The point was not to talk disparagingly about Fudge, but to stress that the time necessary to define your version of Fudge game should not be counted when you estimate how fast it plays.
 

Majoru Oakheart said:
I think it's because I don't see playing an RPG as a large excersize in creating a grand story. I see it as playing a character in a make believe world. I might play a meaningless peasant who doesn't do anything useful or a hero who goes out in a blaze of glory 5 minutes. To me, it's about the challenge of playing that character and letting fate unravel for him.

We don't disagree. I wanted to try playing a character consumed by hate, as it's an emotion/motivation that i really don't understand in real life. I've never been able to hate, really. [Another long-standing goal is to play a character driven by greed--something else that is largely foreign to me.] And i wanted to just let fate unravel and see what happened. Sure, i set him into the story at a particular point, where really only a few goals were likely (success or frustration), but other things could've happened, and i still didn't know how i'd get there. It wasn't about the story, it was about playing the character. In this case , acharacter backed into a corner with not a lot of options, and a single-mindedness.

Have you seen Babylon 5? One of the things we know from, i think, episode #1, is that two of the major characters are going to die with their hands locked around each others' throats. Yet, how we get to that point (which is more scripted than anything i had in mind) was still fascinating, compelling drama. And, by the time we see it in context, it has a totally different meaning than was first implied.

When I read your character description, it sounds like I would have interpretted it as "I am creating a character for the express purpose of killing the BBEG" and I would have allowed you to kill him if I gave you the chance.

And, in fairness, i'm sure that's what the GM did. I'm not trying to blame him. My point is that a game that had explicit mechanisms for talking about narrative goals would've prevented the problem. And, honestly, it wasn't the letting my character succeed that was half as anticlimactic (though that certainly was a hollow victory) as putting him in a situation where the Big Bad had essentially already been defeated by forces completely outside of the PCs' realms of influence and without our knowledge, so that i was essentially just doing mop-up.

See, my big problem with understanding the situation is that I don't understand creating a character whose goals you didn't want to be accomplished. To me, the game is about a bunch of heroes fighting against evil. They try their best, sometimes they win, sometimes they lose. Sometimes it is a lot easier than expected. Still, there are other evils to fight and other adventures to go on. So, the PCs go on them because they are heroes and are dedicated to defeating evil in whatever shape it make take.

I may have been unclear. I didn't create a character whose goals i didn't want to accomplish. I created a character where the journey to the goal was the interesting part, not the goal itself. Think of it like this: you want to prove to yourself that you can win a marathon. You train, you buy equipment, you diet, you train some more, you're all prepared. The day of the marathon comes, and due to some fluke nobody else shows up, so they give you the gold medal, without even having you run the race. Would you be satisfied? Similarly, i *did* want my character no succeed--though i didn't expect him to, it was certainly a goal--but if he succeeded, it should've been through hard work, and lots of interesting gameplay. As is, i succeeded in killing an "archenemesis" that i didn't actually have any in-game interactions with, making the whole "he's my archnemesis" thing feel really contrived.

I could see possibility in your character even beyond what happened. Was someone else in control of this BBEG? Was he just a servant? Is there someone who could take over his legacy? Would someone try to bring him back that needed to be stopped? The Revanant would not rest until ALL his work was done. Maybe he just would not rest while there were others out there who would do the same things as the BBEG. It's a matter of working the game into your character as much as you work your character into the game. The game has to flow both ways.

Yeah, and the GM could've exercised any of those options. He didn't. There was no one behind the Big Bad--just unrelated other threats. We'd already bent the rules a bit to make the character; he was disinclined to bend them further to keep him around after accomplishing his goal. Also, putting other people onto his list would've required completely rewriting his background.

Still, in the case of this character, I think he is better suited as an NPC or a character in a novel than a PC. PCs have to be generic enough to be able to accept multiple plot hooks and reasons for adventure as I discovered in a similar situation:

You may be right--it may have simply been a poor choice of PC. Mind you, he *was* inclined to accept multiple plot hooks and reasons for adventure--he just prioritized one of them. So long as the Big Bad wasn't in evidence (which had been a reasonable amount of the time), he'd've been perfectly willing to do other stuff. He was doing other, completely unrelated, stuff when the Big Bad showed up. I very carefully crafted his personality and background so as to avoid that one-trick-pony pitfall. Up to that point in the campaign (~1.5yrs), we had *always* been either facing that Big Bad (or his minions/machinations), or dealing with something else because he was nowhere to be found. At no point, prior to the introduction of my new PC, had the group ever chosen to go after a different threat/goal while dealing with that Big Bad was an option. So it simply hadn't occurred to me that they ever would.
 

Turjan said:
Nobody said that Fudge was incomplete ;). HERO isn't incomplete, either. For Gurps you might need a whole library for a specific idea :D. The point was not to talk disparagingly about Fudge, but to stress that the time necessary to define your version of Fudge game should not be counted when you estimate how fast it plays.

And i'm saying that that time can be zero with Fudge--or just as close to zero as it is with CoC or D&D or Spycraft. And that, IME, it is not possible for the 'define your version' time to be zero with either GURPS or HERO.

I may be wrong on the latter point.
 

woodelf said:
I've always thought that a fairly questionable solution.
Problem: rules are too complex to learn during one campaign.
Solution 1: play multiple campaigns
New Problem: people get tired of a given genre/setting before they can play sufficient multiple campaigns.
Solution 2: get everybody to use the same system, so that players can switch setting/genre without switching systems.

To me, the "obvious" solution to the problem is:
Solution 1a: make the rules simpler.

Now, admittedly, if people really do want games sufficiently complex that repeated play is the only way to learn/master them, then this is a reasonable solution. My personal experience is that that level of complexity is something put up with for other reasons (perceived verisimillitude, game balance, etc.), rather than something desirable on its own. Dunno whether all the RPers i know are outliers, whether the WotC research is flawed [since they won't reveal the details], or whether many/most of the RPers i know are lying to themselves.

FWIW, in most computer game reviews--especially reviews of role-playing games--replayability is thought of as a bonus. It's considered a virtue of Baldur's Gate II, for instance, that you can play through as a paladin and then go back and play through as an evil wizard and have a different experience while mastering a different set of abilities. The same thing is true of Diablo II. One of its virtues was that you could play through the game with different classes and have a different experience each time. Heck, the expansion added only about 25% as much area as the original game but added 40% of the classes in the original game. So, I'd say there's pretty solid evidence that the gaming community in general (if not the p&p gaming community) does consider increasing complexity a good thing in role-playing games.

Of course, all of this assumes that playing multiple campaigns is the only way to master the details of the game and that mastery of a game means knowing all of its details. I'm not sure that's true. I've been playing 3.x for about five years now and while, I'm more proficient than I was when I started, I don't recall having much trouble running games after only about six months. A lot of the things I now know but didn't when I started running games--like the fact that glitterdust has no SR or that sunburst has a huge area of effect--were not strictly necessary for me to know in order to run a fun game. I would say that the vast majority of the complexity in D&D is not the actual rules themselves but rather the ways to apply them. For instance, the rules for Vrocks aren't that hard to understand (well their spores ability could actually use better definition--for instance are paladins immune to them because they're immune to disease and can multiple instances of spores stack?), but actually using them effectively in a given game can take a bit of thought and practice. Similarly, an 18th level sorcerer is a complex character, but making effective use of his spells and abilities to emerge victorious from a dungeon is an order of magnitude more complex than just creating the character. Most of the growth in my understanding of the D&D game has come in the latter tactical section rather than in the mechanical section.
 

woodelf said:
Have you seen Babylon 5? One of the things we know from, i think, episode #1, is that two of the major characters are going to die with their hands locked around each others' throats. Yet, how we get to that point (which is more scripted than anything i had in mind) was still fascinating, compelling drama. And, by the time we see it in context, it has a totally different meaning than was first implied.
Yes, it is my favorite show. I understand what you mean, however crafting this sort of storyline is a LOT of effort (even JMS said he was almost entirely burned out from writing the series) and in order to do it properly, you need absolute control. Which, as a DM, you normally don't. The rules decide things happen one way, the PCs decide it happens another and you want it to happen a 3rd way. That's why I don't try to weave such a complicated story in an RPG. It's doomed to failure.

Is this what the basic idea behind the rules light movement is? That if the rules don't get in the way of telling a complicated story then their only obsticle is the players? I suppose if you can twist the rules around however you need them to fit your story, then it does help tell it. If the players are willing to go wherever you send them, I guess you might be able to try something like a detailed campaign arc.

woodelf said:
You may be right--it may have simply been a poor choice of PC.
In this specific instance, I think it was. I can understand being disappointed that you won so easily as you expected it to be hard. Still, if the DM knew he was going to be "defeating" the BBEG with a different group, why let you play a character who wanted to defeat him? I think it was a bad decision to allow the character.
 

woodelf said:
And i'm saying that that time can be zero with Fudge--or just as close to zero as it is with CoC or D&D or Spycraft. And that, IME, it is not possible for the 'define your version' time to be zero with either GURPS or HERO.

I may be wrong on the latter point.
Because all of the rules are already written out in GURPS and HERO, it's simply a matter of saying (in the case of HERO): We are playing a 350 point game, standard powered superheroes, no stop sign powers or we are playing a standard heroic campaign, X points, no powers at all.

I've only played GURPS, not run it, but I know it's normally a matter of saying "We are playing a tech level 13 campaign, no laser weapons."

Given, both of these require that the players understand the system. If they don't, you are going to have to describe what you mean to them. Plus, it'll take them a while to get used to the system and how it works, like all role playing games.
 

Majoru Oakheart said:
It was at that point that I realized that character creation needs to work both ways. The player needs to accept input for what characters may not be appropriate and the DM needs to work to find reasons for the PCs he has to go on adventures. If anyone had ever told my character "We're willing to pay for mercinaries to help us fight the invaders." I would have done anything they wanted.

Yep, absolutely. Which is why i created the character at the center of my story in concert with the GM, and specifically to fit into the game--i'd retired my previous character precisely because it wasn't possible to play him in-character and have fun and not drive the rest of the group batty.

So, i'm not sure where that anecdote is supposed to fall--because my "problem" character had been specifically crafted to fit into the existing group, existing campaign, and existing GM's style. And then the existing campaign took a left turn.
 

woodelf said:
So, i'm not sure where that anecdote is supposed to fall--because my "problem" character had been specifically crafted to fit into the existing group, existing campaign, and existing GM's style. And then the existing campaign took a left turn.
This wasn't clear previously. Yes, it seems a combination of bad luck and a bad decision by a DM. I understand, however.
 

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