Wraith Form said:I fully understand that mechanics make not the sum total of the game...but the rules engine plays a factor in the grand scheme.
As one who started a C&C vs ___(insert game here)___ thread, all I can say is that sometimes different ghosts can reside in the same machine. Let's take the Blue Rose machine, but yank out it's default ghost.
First, let me apologize if the tone sounded haughty; it wasn't intended to.
Second, I think what I mean by the "ghost in the machine" is more fundamental than what you mean. All I mean is that there's a difference - caused by the overall system - which creates a "feel" of play. By feel of play, I mean things like pacing, cinematic feel, less rules-looking-up, etc. - exactly what you're trying to find out about these two systems relative to each other. I was taking exception to highly specific discussions of rules, like whether it kills a system to have feats or different xp for leveling up in different classes. These have value, but they aren't the whole story - that's what I was trying to get at.
I don't give a tinker's damn about 'romantic fantasy,' although the Blue Rose description of being "less about fighting and more about interaction" strongly appeals to me. I would use the rules engine to accomplish the types of games I like (which are going to be more about political intrigue/conspiracy/horror and less about fighting). If I can speed up combat to the point where it's 'cinematic,' and have streamlined rules and less questions, that's great--that's what I'm looking for. I like simple, I like social, and I like a unified set of rules.
As I said above, I think we're on the same page, here. When I mentioned "romantic" and "grim," I wasn't trying to make my own characterization of these games - I've read the free stuff on BR and nothing on GT other than threads. What I was getting at was that OTHER people have tagged these games with adjectives that (rightly or wrongly) address the feel of the game rather than the rules. It tells me lots more to hear this sort of genre-adjective than to hear about specific rules.
As mentioned, I don't think that's missing the point - I think that's nailing the point. The "ghost in the machine" is about the whole rules picture and how it affects the game. When you mention that a system is a tool, I think that presumes a viewpoint that it's the system as a whole that affects storytelling and refereeing, not the minutiae. I might be projecting this onto what you said, but it's how I read it.If you consider that to be "missing the point," that's cool....and that's your opinion. I want a tool that works for the type of craftsmanship that I'm practicing--that'd be storytelling & refereeing, to make it clear--and the only way I can get that tool (without buying two books) is to ask questions about both, comparing & contrasting them, then buying the one that fits best.
(P.S. I felt the tone of your initial post in this thread was haughty, and it puzzles me why you'd take an 'superior' stance for something that doesn't effect you in any way. You have an obvious preference for C&C, and that's fine. Who cares if we want to compare different rules engines to C&C? If you don't want to, that's great--nobody's forcing you to, nor are we forcing you to read our threads. I'm not mad, I'm just put off by your tone.)
As I said, sorry about that - not intentional. I come across that way sometimes when I don't mean to.
Edit: when I said "missing the point," I should have said, "missing the point as far as I'm concerned." That error changed a discussion about what I feel is important into what sounded like a lecture. My bad.
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