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To RP Game Players/Gamemasters -- What is Fun? What is Unfun?
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<blockquote data-quote="Psion" data-source="post: 4465323" data-attributes="member: 172"><p><strong>FUN</strong></p><p></p><p>The feeling that any PC could die in a tense conflict.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>The knowledge that</p><p>1) Someone will die.</p><p>2) No one will die.</p><p></p><p><strong>FUN</strong></p><p></p><p>Randomization that shakes players up a bit and frees the system from having to have so many niggly barriers from minmaxing</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Randomization that sticks half the players with sucky characters</p><p></p><p>No randomization in chargen, and all the disadvantages that come with it.</p><p></p><p><strong>FUN</strong></p><p></p><p>A system that evokes the reality of the setting</p><p></p><p><strong>UNFUN</strong></p><p></p><p>A system that ignores the setting</p><p></p><p>A system that dwells on aspects of the setting that nobody cares about except on the internet.</p><p></p><p><strong>FUN</strong></p><p></p><p>Fighting the good fight. Tangible moral reality. Good vs. Evil.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>PCs as a group of amoral mercenaries.</p><p></p><p><strong>FUN</strong></p><p></p><p>When the players are relaxed enough that humor comes out in play.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>When the game is a joke.</p><p></p><p><strong>FUN</strong></p><p></p><p>Robust systems that handle a wide variety of situations consistently with minimal effort.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Rules light systems that pretend to "handle it all" but really are just a facilitation for GM fiat.</p><p></p><p>Rules heavy system that waste player time on details nobody cares about.</p><p></p><p><strong>FUN</strong></p><p></p><p>Balance by role, party needs. Teamwork driven, "we may not all be the same, but we are all needed."</p><p></p><p><strong>UNFUN</strong></p><p></p><p>All options are essentially equal.</p><p></p><p><strong>FUN</strong></p><p></p><p>Magic is powerful enough to be a plot driving device, but elusive enough that it's not used an excuse for every day happenings.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Magic is either a commodity or extreme scarcity.</p><p></p><p><strong>FUN</strong></p><p></p><p>As characters become more powerful, they take on greater challenges with bigger consequences.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>As characters become more powerful, they face the same threats with bigger numbers.</p><p></p><p><strong>FUN</strong></p><p></p><p>A with roles that are a reflection of the action, and that helps guide characters to functional characters, and provide a degree of flexibility.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Systems that promise to let you build anything, but really the rules twinks will make abusive characters and those not familiar with the rules will make tepid, and those with little sense of the setting will make inappropriate characters.</p><p></p><p>The class mill.</p><p></p><p>Inflexible classes; systems with too little room to vary your concept.</p><p></p><p><strong>FUN</strong></p><p></p><p>Systems that model reality close enough that, within the setting's tolerances for the unreal, has you saying "I could see this happening."</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Systems that "break the fourth wall" from excessive laxness in modeling.</p><p>Systems that waste time on details that nobody will notice.</p><p></p><p><strong>FUN</strong></p><p></p><p>Systems where the resolution system is a means, not an end.</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Systems that pull you out of the game into a different game when it's time to resolve something.</p><p></p><p><strong>FUN</strong></p><p></p><p>Systems that balance and design around the multiple possible activities. (i.e., has a robust skill system.)</p><p></p><p><strong>UNFUN</strong></p><p></p><p>Systems that pick one thing (say, combat), and makes all other activities afterthoughts. (No, not saying 3e was exemplary here...)</p></blockquote><p></p>
[QUOTE="Psion, post: 4465323, member: 172"] [B]FUN[/B] The feeling that any PC could die in a tense conflict. [B]UNFUN[/B] The knowledge that 1) Someone will die. 2) No one will die. [B]FUN[/B] Randomization that shakes players up a bit and frees the system from having to have so many niggly barriers from minmaxing [B]UNFUN[/B] Randomization that sticks half the players with sucky characters No randomization in chargen, and all the disadvantages that come with it. [B]FUN[/B] A system that evokes the reality of the setting [B]UNFUN[/B] A system that ignores the setting A system that dwells on aspects of the setting that nobody cares about except on the internet. [B]FUN[/B] Fighting the good fight. Tangible moral reality. Good vs. Evil. [B]UNFUN[/B] PCs as a group of amoral mercenaries. [B]FUN[/B] When the players are relaxed enough that humor comes out in play. [B]UNFUN[/B] When the game is a joke. [B]FUN[/B] Robust systems that handle a wide variety of situations consistently with minimal effort. [B]UNFUN[/B] Rules light systems that pretend to "handle it all" but really are just a facilitation for GM fiat. Rules heavy system that waste player time on details nobody cares about. [B]FUN[/B] Balance by role, party needs. Teamwork driven, "we may not all be the same, but we are all needed." [B]UNFUN[/B] All options are essentially equal. [B]FUN[/B] Magic is powerful enough to be a plot driving device, but elusive enough that it's not used an excuse for every day happenings. [B]UNFUN[/B] Magic is either a commodity or extreme scarcity. [B]FUN[/B] As characters become more powerful, they take on greater challenges with bigger consequences. [B]UNFUN[/B] As characters become more powerful, they face the same threats with bigger numbers. [B]FUN[/B] A with roles that are a reflection of the action, and that helps guide characters to functional characters, and provide a degree of flexibility. [B]UNFUN[/B] Systems that promise to let you build anything, but really the rules twinks will make abusive characters and those not familiar with the rules will make tepid, and those with little sense of the setting will make inappropriate characters. The class mill. Inflexible classes; systems with too little room to vary your concept. [B]FUN[/B] Systems that model reality close enough that, within the setting's tolerances for the unreal, has you saying "I could see this happening." [B]UNFUN[/B] Systems that "break the fourth wall" from excessive laxness in modeling. Systems that waste time on details that nobody will notice. [B]FUN[/B] Systems where the resolution system is a means, not an end. [B]UNFUN[/B] Systems that pull you out of the game into a different game when it's time to resolve something. [B]FUN[/B] Systems that balance and design around the multiple possible activities. (i.e., has a robust skill system.) [B]UNFUN[/B] Systems that pick one thing (say, combat), and makes all other activities afterthoughts. (No, not saying 3e was exemplary here...) [/QUOTE]
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