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Tomb of Horrors - example of many, or one of a kind?
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<blockquote data-quote="Celebrim" data-source="post: 5581498" data-attributes="member: 4937"><p>A good answer, but I think the full answer is somewhat simplier. Gary may have wanted to recreate the feel of a Conan story, but at this time RPGs were brand new. No one knew how to make a game that captured story feel. Gary however knew alot about wargames. So he adapted the wargames approach to RPGs and the result was often very entertaining and often a very good game, but it naturally didn't feel exactly like a Conan story.</p><p></p><p>And less we get too hubristic about this, it's worth noting that almost every game that has set out to make a game that feel exactly like experiencing a story has failed either in the market or else to succeed in doing so. It is not at all easy to create a good game that exactly mimics a story.</p><p></p><p>I think there are two reasons for this, and they both relate to a very good responce from earlier:</p><p></p><p></p><p></p><p>This is certainly true, but consider:</p><p></p><p>a) How many games have actually been built along those lines? As one example, 'Stunting' mechanics that make it more likely that you will succeed the less probable success as a result of your actions would be are a fairly new mechanic in games, and are I think counter intuitive. I wouldn't expect mechanics like that to be a part of the first or even second generation of RPGs. You just don't see a lot of mechanics in any game specificly designed to force a game to obey genera conventions. There are a few, and some of them - like Sanity Points in CoC - are old, but few games have embrassed that concept comprehensively.</p><p>b) How interesting would such a game be, given that it would seem that suceess amount to nothing more than adhering to a set of genera conventions? Player challenge is inherent to a game and not to literature, and that means that the game version of any story is likely to have differences.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5581498, member: 4937"] A good answer, but I think the full answer is somewhat simplier. Gary may have wanted to recreate the feel of a Conan story, but at this time RPGs were brand new. No one knew how to make a game that captured story feel. Gary however knew alot about wargames. So he adapted the wargames approach to RPGs and the result was often very entertaining and often a very good game, but it naturally didn't feel exactly like a Conan story. And less we get too hubristic about this, it's worth noting that almost every game that has set out to make a game that feel exactly like experiencing a story has failed either in the market or else to succeed in doing so. It is not at all easy to create a good game that exactly mimics a story. I think there are two reasons for this, and they both relate to a very good responce from earlier: This is certainly true, but consider: a) How many games have actually been built along those lines? As one example, 'Stunting' mechanics that make it more likely that you will succeed the less probable success as a result of your actions would be are a fairly new mechanic in games, and are I think counter intuitive. I wouldn't expect mechanics like that to be a part of the first or even second generation of RPGs. You just don't see a lot of mechanics in any game specificly designed to force a game to obey genera conventions. There are a few, and some of them - like Sanity Points in CoC - are old, but few games have embrassed that concept comprehensively. b) How interesting would such a game be, given that it would seem that suceess amount to nothing more than adhering to a set of genera conventions? Player challenge is inherent to a game and not to literature, and that means that the game version of any story is likely to have differences. [/QUOTE]
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