LostSoul said:As far as design goes, I think I agree with you.
Do you buy into the idea that each of GNS are (pretty much) incompatable in actual play? I have a follow up question for you depending on whether or not you think that's true.
Doug McCrae said:2) They're dead wrong that games are worse when they mix GNS. It is, in fact, essential as WotC's market research demonstrated. This shows that there are several necessary features all players want from an rpg. Amongst these are tactical challenge and a good story which shows a game (by which I mean a period of units of play, not a published product) cannot succeed unless it has both gamist and narrativist elements.
skeptic said:For example, Burning Wheel has a powerful narrative engine (Artha) even if the Fight! and Duel of Wits sub-systems have strong gamist elements.
Psion said:So, lost soul, do you agree with THAT analysis? (I know that BE is one of your favorite systems.)
They are wrong indeed. The most successful and played RPG of all time has the greatest mix of GNS.Doug McCrae said:They're dead wrong that games are worse when they mix GNS.
ainatan said:They are wrong indeed. The most successful and played RPG of all time has the greatest mix of GNS.
Actually, Apoptosis, Skeptic, loseth and I are using the terms in the same way.Craw Hammerfist said:I am now confident that no two posters in this thread are talking about the same thing.
ainatan said:They are wrong indeed. The most successful and played RPG of all time has the greatest mix of GNS.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.