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The Flavorless Game?
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<blockquote data-quote="Jack7" data-source="post: 4650985" data-attributes="member: 54707"><p>Yeah, I try to avoid math and break expectations in fantasy RPGs.</p><p>Mechanics and math are necessary and have their place, but it isn't worth sacrificing a good story or setting to them.</p><p></p><p></p><p></p><p>I hear ya Gall. That's my thinking too. Monsters aren't called monsters because they are mathematical models of straw men you've got to kill to get at the goodies. They're called monsters cause they are terrifying, vicious, dangerous, and unpredictable. Same thing with magic. If you know a monster like the back of your hand then he ain't a real monster, he's just a nuisance, you're probably not even afraid of him, and if you can control magic like turning on a faucet, it isn't magic, it's technology. And not very interesting technology at that.</p><p></p><p>To me monsters and magic and myth and story should be "goodies." In their own right. A good monster is a treasure of continuing possibilities, not just a one time speed-bump.</p><p></p><p></p><p></p><p>I think that's quite true. Reality is extremely interesting, and dangerous at times too. Just in different ways than dragons. It's often more miraculous than magical. And I think when you mix reality dangers with imaginary dangers in-game then you can produce some really interesting stuff. But it isn't either/or, real or not, it's more like the not-real enhances the real, and the real makes the not-real seem possible. And I'm with you here too, magic is more potent when it is rare or exotic or uncontrolled or when it slams into and shatters your prior expectations, than it is when it is as common as the common cold.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4650985, member: 54707"] Yeah, I try to avoid math and break expectations in fantasy RPGs. Mechanics and math are necessary and have their place, but it isn't worth sacrificing a good story or setting to them. I hear ya Gall. That's my thinking too. Monsters aren't called monsters because they are mathematical models of straw men you've got to kill to get at the goodies. They're called monsters cause they are terrifying, vicious, dangerous, and unpredictable. Same thing with magic. If you know a monster like the back of your hand then he ain't a real monster, he's just a nuisance, you're probably not even afraid of him, and if you can control magic like turning on a faucet, it isn't magic, it's technology. And not very interesting technology at that. To me monsters and magic and myth and story should be "goodies." In their own right. A good monster is a treasure of continuing possibilities, not just a one time speed-bump. I think that's quite true. Reality is extremely interesting, and dangerous at times too. Just in different ways than dragons. It's often more miraculous than magical. And I think when you mix reality dangers with imaginary dangers in-game then you can produce some really interesting stuff. But it isn't either/or, real or not, it's more like the not-real enhances the real, and the real makes the not-real seem possible. And I'm with you here too, magic is more potent when it is rare or exotic or uncontrolled or when it slams into and shatters your prior expectations, than it is when it is as common as the common cold. [/QUOTE]
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