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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
System matters and free kriegsspiel
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="overgeeked" data-source="post: 8426925" data-attributes="member: 86653"><p>Of course. But those tools don't have to be rules. They can be notes. Random tables. Reaction tables. Etc.</p><p></p><p>One of my favorite superhero games is Marvel Heroic. In reading interviews with Cam Banks, the designer, he mentioned that in talking with Marvel writers and editors about the characters and how they gauge things, the folks at Marvel used a simple five step metric for the characters' abilities. Cam mapped this to the d4, d6, d8, d10, and d12 used to measure things in the game. So the scale of Aunt May to the Hulk is right there. That's all you need. Plus fictional positioning, things like automatic success, automatic failure, etc. If Aunt May punches the Hulk...you don't need to bother with dice. Likewise, if the Hulk punches Aunt May...you don't need to bother with dice. You don't need to roll to see if Spider-Man can climb a wall, he has an ability that explicitly lets him just walk on walls. And that ability doesn't need specific game rules to cover it. Fictional positioning already does. Spider-Man can climb walls. But whether Aunt May can climb a wall is another story. But do you need specific rules for climbing just because someone might try to climb a wall? I don't think so. You can use the rules or not. Maybe dice, maybe automatic failure. My point is that we don't need complex systems to help our brains comprehend. Simple, abstract systems work just as well, if not better, and they have the benefit of fitting in our heads.</p><p></p><p>Exactly. Which is why FKR games push for fewer, more abstract rules that cover everything instead of many precise rules that work on specific things in specific circumstances. Less cognitive load and more utility.</p><p></p><p>Yes, but would you consider your work out something that, in game terms, you had to roll for? Is it something you think you have a reasonable chance of failure doing? Or would that be in the realm of an auto success? If there is a roll at all, it would likely be a d100 and on a 1 you hurt yourself or drop something heavy. You wouldn't have to roll for workout, as it were. It's the things that aren't in our control that <em>roughly</em> match up with things we'd roll for in a game. Outside variables, like how someone else reacts to what we do. As you get to know someone you learn their habits and sense of humor and likes and dislikes...but even someone you're intimately familiar with over the span of a lifetime can surprise you. You drive the same route to work every day, but don't need to make a drive roll until that one day when it's raining and the car in the next lane swerves.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8426925, member: 86653"] Of course. But those tools don't have to be rules. They can be notes. Random tables. Reaction tables. Etc. One of my favorite superhero games is Marvel Heroic. In reading interviews with Cam Banks, the designer, he mentioned that in talking with Marvel writers and editors about the characters and how they gauge things, the folks at Marvel used a simple five step metric for the characters' abilities. Cam mapped this to the d4, d6, d8, d10, and d12 used to measure things in the game. So the scale of Aunt May to the Hulk is right there. That's all you need. Plus fictional positioning, things like automatic success, automatic failure, etc. If Aunt May punches the Hulk...you don't need to bother with dice. Likewise, if the Hulk punches Aunt May...you don't need to bother with dice. You don't need to roll to see if Spider-Man can climb a wall, he has an ability that explicitly lets him just walk on walls. And that ability doesn't need specific game rules to cover it. Fictional positioning already does. Spider-Man can climb walls. But whether Aunt May can climb a wall is another story. But do you need specific rules for climbing just because someone might try to climb a wall? I don't think so. You can use the rules or not. Maybe dice, maybe automatic failure. My point is that we don't need complex systems to help our brains comprehend. Simple, abstract systems work just as well, if not better, and they have the benefit of fitting in our heads. Exactly. Which is why FKR games push for fewer, more abstract rules that cover everything instead of many precise rules that work on specific things in specific circumstances. Less cognitive load and more utility. Yes, but would you consider your work out something that, in game terms, you had to roll for? Is it something you think you have a reasonable chance of failure doing? Or would that be in the realm of an auto success? If there is a roll at all, it would likely be a d100 and on a 1 you hurt yourself or drop something heavy. You wouldn't have to roll for workout, as it were. It's the things that aren't in our control that [I]roughly[/I] match up with things we'd roll for in a game. Outside variables, like how someone else reacts to what we do. As you get to know someone you learn their habits and sense of humor and likes and dislikes...but even someone you're intimately familiar with over the span of a lifetime can surprise you. You drive the same route to work every day, but don't need to make a drive roll until that one day when it's raining and the car in the next lane swerves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
System matters and free kriegsspiel
Top