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To all the other "simulationists" out there...
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<blockquote data-quote="Celebrim" data-source="post: 4153534" data-attributes="member: 4937"><p>My relationship with Rifts lasted exactly one session. I believe that is the single worst system I've ever been exposed to. </p><p></p><p>There are quite a few systems I love (WEG's Star Wars, Chaosism CoC, 2nd edition Chill, etc.) based on campaigns of less than a year. I couldn't point to a major flaw in the core rules of those systems before someone pointed it out to me, but I'm sure that with enough exposure even the little things would grate. </p><p></p><p>But generally, even when I do get familiar with the game enough to know its flaws, I don't dump the system. I'd much rather tweak a system than throw it out entirely. I have to get really tired of a system and the house rules have to get really burdensome to track before I toss out something that has given me hours and hours of enjoyment. There is a certain amount of system mastery that is just not worth losing. In fact, the only system I've ever abandoned is 1st edition AD&D and that after a largely happy 10+ year relationship. And even then, there are house rules I miss (3rd editions improved weapon proficiency system incidentally broke my 'militia mustering/army training' house rules).</p><p></p><p>One thing I've learned over the years is that there is no perfect system. There is no such thing as a system without a 'sweet spot'. There is no such thing as a system with perfect math. There is no such thing as both realistic and not mentally taxing. It's all just tradeoffs. The longer you play a system the more you have to put up with. As a simulationist, that tends to be 'rules bloat'. If you aren't, that tends to be either poor versimilitude or high levels of DM fiat (or both).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4153534, member: 4937"] My relationship with Rifts lasted exactly one session. I believe that is the single worst system I've ever been exposed to. There are quite a few systems I love (WEG's Star Wars, Chaosism CoC, 2nd edition Chill, etc.) based on campaigns of less than a year. I couldn't point to a major flaw in the core rules of those systems before someone pointed it out to me, but I'm sure that with enough exposure even the little things would grate. But generally, even when I do get familiar with the game enough to know its flaws, I don't dump the system. I'd much rather tweak a system than throw it out entirely. I have to get really tired of a system and the house rules have to get really burdensome to track before I toss out something that has given me hours and hours of enjoyment. There is a certain amount of system mastery that is just not worth losing. In fact, the only system I've ever abandoned is 1st edition AD&D and that after a largely happy 10+ year relationship. And even then, there are house rules I miss (3rd editions improved weapon proficiency system incidentally broke my 'militia mustering/army training' house rules). One thing I've learned over the years is that there is no perfect system. There is no such thing as a system without a 'sweet spot'. There is no such thing as a system with perfect math. There is no such thing as both realistic and not mentally taxing. It's all just tradeoffs. The longer you play a system the more you have to put up with. As a simulationist, that tends to be 'rules bloat'. If you aren't, that tends to be either poor versimilitude or high levels of DM fiat (or both). [/QUOTE]
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