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<blockquote data-quote="Arilyn" data-source="post: 8424798" data-attributes="member: 6816042"><p>I'm ok with it, but it's nice to know certain things. As a Vulcan I'd know how reliable my nerve pinch is, for example. Sure, in the show it just works but the GM might feel that a roll is required. As a player these things are good to know, and not for some gamey reason, but for a sense of how my world works.</p><p></p><p>I'd have trouble getting into the spirit of the game if I'm not sure, as a player, what that means. Playing TOS is a great starting point but there'd definitely be nuances between GMs. Is it a more realistic version of TOS, or are we going all in with the old show? The "rules" in this case are not putting constraints on me, but freeing me from second guessing.</p><p></p><p>This could definitely be settled before play, but then wouldn't rules start creeping in? We'd decide that the nerve pinch just works, or that there'd a roll involved. And then the rules would be kept track of for consistency's sake, and then we'd end up with a rules light game. And this might be perfectly fine. But there'd still be rules players are adopting and understanding, and no longer just playing the world.</p><p></p><p>Some seem to be saying Cthulhu Dark is a FKR, but when I play it, I have some structure informing me how the world works. If I had a Star Trek version I'd know the tropes of that game version and know about my nerve pinch or odds of causing sentient computers to self destruct. If Cthulhu Dark is FKR then I guess I have no complaints. <img class="smilie smilie--emoji" alt="😊" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60a.png" title="Smiling face with smiling eyes :blush:" data-shortname=":blush:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Arilyn, post: 8424798, member: 6816042"] I'm ok with it, but it's nice to know certain things. As a Vulcan I'd know how reliable my nerve pinch is, for example. Sure, in the show it just works but the GM might feel that a roll is required. As a player these things are good to know, and not for some gamey reason, but for a sense of how my world works. I'd have trouble getting into the spirit of the game if I'm not sure, as a player, what that means. Playing TOS is a great starting point but there'd definitely be nuances between GMs. Is it a more realistic version of TOS, or are we going all in with the old show? The "rules" in this case are not putting constraints on me, but freeing me from second guessing. This could definitely be settled before play, but then wouldn't rules start creeping in? We'd decide that the nerve pinch just works, or that there'd a roll involved. And then the rules would be kept track of for consistency's sake, and then we'd end up with a rules light game. And this might be perfectly fine. But there'd still be rules players are adopting and understanding, and no longer just playing the world. Some seem to be saying Cthulhu Dark is a FKR, but when I play it, I have some structure informing me how the world works. If I had a Star Trek version I'd know the tropes of that game version and know about my nerve pinch or odds of causing sentient computers to self destruct. If Cthulhu Dark is FKR then I guess I have no complaints. 😊 [/QUOTE]
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