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The "G" in RPG
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<blockquote data-quote="TiQuinn" data-source="post: 9337873" data-attributes="member: 4871"><p>I have a pretty high bar, I suppose. I want tactics, choices that matter, and a fair bit of crunch. Where it becomes too much is when the game takes forever and/or the number of rules become difficult to manage. Usually that’s when people start ditching rules in favor of speed of play.</p><p></p><p>Can I threadjack and say I’m much more concerned with the opposite. I want there to be a game, not simply a role play, and games have rules that sometimes go against the players. That’s part of the game. I’m not a fan of the mindset that feels if it ruins the fun for a player then it should be discarded. I’m thinking about the so called “save or suck” spells and abilities like Hold Person or Counterspell. I enjoy these features even when used against me. My fun is having rules that we all play with. I don’t get mad if I lose a turn. That’s the game. (Steps off soapbox)</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9337873, member: 4871"] I have a pretty high bar, I suppose. I want tactics, choices that matter, and a fair bit of crunch. Where it becomes too much is when the game takes forever and/or the number of rules become difficult to manage. Usually that’s when people start ditching rules in favor of speed of play. Can I threadjack and say I’m much more concerned with the opposite. I want there to be a game, not simply a role play, and games have rules that sometimes go against the players. That’s part of the game. I’m not a fan of the mindset that feels if it ruins the fun for a player then it should be discarded. I’m thinking about the so called “save or suck” spells and abilities like Hold Person or Counterspell. I enjoy these features even when used against me. My fun is having rules that we all play with. I don’t get mad if I lose a turn. That’s the game. (Steps off soapbox) [/QUOTE]
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