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<blockquote data-quote="pemerton" data-source="post: 8421683" data-attributes="member: 42582"><p>I guess I wonder how you, as GM, decide whether or not the first blow from the axe kills the sleeping PC.</p><p></p><p>Well, in real life when this has happened I've used the rules and explained or just applied them as we go along: I'm thinking of Cthulhu Dark, Wuthering Heights, The Green Knight, Agon 2nd ed and Classic Traveller.</p><p></p><p>I also thought of, in principle, AW as a possibility - and then read [USER=99817]@chaochou[/USER]'s post above which confirmed that.</p><p></p><p>Cthulhu Dark, The Green Knight, Agon and Wuthering Heights are so simple that it doesn't take experienced RPGers long to work out the rules and adapt to them. Classic Traveller less so, however - my self-copied/edited version (which incorporates basically all of Books 1 through 7, plus Supplement 4, with the exception of a few skills that I think are redundant ant the complex PC gen systems of Books 4 through 7, plus a few rules of my own adapted from White Dwarf, MegaTraveller, or my own crazed imagination) runs to 98 two-column pages. When I call for checks, I generally explain how I am arriving at the throw required, but at least one player regularly says that he never understands why the target number is what it is - but he throws nevertheless and the fiction proceeds as a result.</p><p></p><p>For my part, I feel that my ruleset does what Marc Miller says is an important part of its job (and in this respect I think he anticipates by over 30 years what Luke Crane says in his Adventure Burner about the setting of obstacles): it creates the consistent feel of the imagined world by establishing a consistent set of obstacles - both when checks are called for, and what the difficulties are. If this is a manifestation of FKR ethos, then I have to say I think Miller and Crane have articulated it more clearly.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8421683, member: 42582"] I guess I wonder how you, as GM, decide whether or not the first blow from the axe kills the sleeping PC. Well, in real life when this has happened I've used the rules and explained or just applied them as we go along: I'm thinking of Cthulhu Dark, Wuthering Heights, The Green Knight, Agon 2nd ed and Classic Traveller. I also thought of, in principle, AW as a possibility - and then read [USER=99817]@chaochou[/USER]'s post above which confirmed that. Cthulhu Dark, The Green Knight, Agon and Wuthering Heights are so simple that it doesn't take experienced RPGers long to work out the rules and adapt to them. Classic Traveller less so, however - my self-copied/edited version (which incorporates basically all of Books 1 through 7, plus Supplement 4, with the exception of a few skills that I think are redundant ant the complex PC gen systems of Books 4 through 7, plus a few rules of my own adapted from White Dwarf, MegaTraveller, or my own crazed imagination) runs to 98 two-column pages. When I call for checks, I generally explain how I am arriving at the throw required, but at least one player regularly says that he never understands why the target number is what it is - but he throws nevertheless and the fiction proceeds as a result. For my part, I feel that my ruleset does what Marc Miller says is an important part of its job (and in this respect I think he anticipates by over 30 years what Luke Crane says in his Adventure Burner about the setting of obstacles): it creates the consistent feel of the imagined world by establishing a consistent set of obstacles - both when checks are called for, and what the difficulties are. If this is a manifestation of FKR ethos, then I have to say I think Miller and Crane have articulated it more clearly. [/QUOTE]
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