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Systems You'd Never Play after Reading Them
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<blockquote data-quote="ClaytonStine" data-source="post: 7622377" data-attributes="member: 6980182"><p><strong>Numenera. </strong>The game opens with its manifesto about being story-focused and streamlined with the rules disappearing. Then, page by page, every rule – seen to be quite the opposite in other systems – made an appearance. A d20 system made "simpler" by having players and GM convert each roll into a new number that must be compared against your stats. But only after you modified that new difficulty class with other numbers. Then, sometimes you had to re-convert them back to a "rolled" number by multiplying it by 3. It's true, the rules will disappear but only after that clunky conversion becomes second nature. </p><p></p><p>I just couldn't play it after reading that and the item rules. I'm familiar with the designers and have loved their games. But not without a great deal of pain like when they made similar promises with D&D 3e; feats that let you do anything, balance between magic and martial classes, customization options that feel exciting and fun, combat that feels narratively quick and fun. They have great writing, but their mechanics don't do what they say they do. I can't endorse a game that I felt was disingenuous after the last one spawned the "Ivory Tower" design trend.</p><p></p><p><strong>Apocalypse World. </strong>I love Powered by the Apocalypse but I can't bring a game to the table with a sex mechanic for my particular game group. So much of the game emulates fiction I'm familiar with and love. Mad Max being a huge example. But I don't remember that or any other apocalypse movies and books I enjoyed having themes about sex. That, mixed with the strong authorial voice of the book using words like "barf" and "<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />", made the setting a poor match for my friends. I could ignore those rules, but with the strong singular voice, it feels wrong not to play it as written. Something I didn't feel I could do justice. </p><p></p><p>Of course, I think these two games can be great! But I don't think they're great for me. So I will never play them.</p></blockquote><p></p>
[QUOTE="ClaytonStine, post: 7622377, member: 6980182"] [B]Numenera. [/B]The game opens with its manifesto about being story-focused and streamlined with the rules disappearing. Then, page by page, every rule – seen to be quite the opposite in other systems – made an appearance. A d20 system made "simpler" by having players and GM convert each roll into a new number that must be compared against your stats. But only after you modified that new difficulty class with other numbers. Then, sometimes you had to re-convert them back to a "rolled" number by multiplying it by 3. It's true, the rules will disappear but only after that clunky conversion becomes second nature. I just couldn't play it after reading that and the item rules. I'm familiar with the designers and have loved their games. But not without a great deal of pain like when they made similar promises with D&D 3e; feats that let you do anything, balance between magic and martial classes, customization options that feel exciting and fun, combat that feels narratively quick and fun. They have great writing, but their mechanics don't do what they say they do. I can't endorse a game that I felt was disingenuous after the last one spawned the "Ivory Tower" design trend. [B]Apocalypse World. [/B]I love Powered by the Apocalypse but I can't bring a game to the table with a sex mechanic for my particular game group. So much of the game emulates fiction I'm familiar with and love. Mad Max being a huge example. But I don't remember that or any other apocalypse movies and books I enjoyed having themes about sex. That, mixed with the strong authorial voice of the book using words like "barf" and ":):):):)", made the setting a poor match for my friends. I could ignore those rules, but with the strong singular voice, it feels wrong not to play it as written. Something I didn't feel I could do justice. Of course, I think these two games can be great! But I don't think they're great for me. So I will never play them. [/QUOTE]
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