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General Tabletop Discussion
*TTRPGs General
What criticisms do you have for current or previously used systems?
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<blockquote data-quote="Blue" data-source="post: 9342303" data-attributes="member: 20564"><p>I've narrowed the definition a bit:</p><p>1. I answered (and I checked <em>alot</em>) for systems that I've played at least a decent amount. There are plenty of systems that were non-starters for me/my group that would have checked so many more boxes to lose the signal in the noise. So the ones I checked are issues with systems that are otherwise playable.</p><p>2. I've been playing since the 80s. I evaluated against the state of the industry and my preferences at the time. For example, Hero System (nee' Champions) would be have clicks a bunch of "overly..." and too crunchy and too time consuming using my current sensibilities, which have changed over time and with circumstance. But back when we did 8-12 hour sessions and loved the crunch, it was amazing.</p><p></p><p>It's also hard to pick some. For example, balance is one of them. In games where character failure can be unfun for the players, like when combat-to-the-death is a common stake so players can lose their characters, balance is important. But in games where it's not, and spotlight isn't based on power, it's not a factor so it won't get in my way even if it's poor. My go to example is in Marvel Heroic Roleplay two players of Hawkeye and Thor can have a wonderful "guy's night out" with Loki adn others providing mischief, and both players have tons of fun - balance isn't a problem, even though there's no attempt to balance the power of Clint and Thor to each other.</p><p></p><p>BTW, this is a wonderful list, I don't want to be "that guy" to whine that it's missing something. Which, as we all know, traditionally means we're going to be "that guy". To me, there's one important category that's mostly missing - character creation/advancement. There's a few nods to in the list, but it's usually done very differently then the at-the-table rules during a session, and to me is quite important in actively supporting the archetypes and tropes of the game's genre.</p></blockquote><p></p>
[QUOTE="Blue, post: 9342303, member: 20564"] I've narrowed the definition a bit: 1. I answered (and I checked [I]alot[/I]) for systems that I've played at least a decent amount. There are plenty of systems that were non-starters for me/my group that would have checked so many more boxes to lose the signal in the noise. So the ones I checked are issues with systems that are otherwise playable. 2. I've been playing since the 80s. I evaluated against the state of the industry and my preferences at the time. For example, Hero System (nee' Champions) would be have clicks a bunch of "overly..." and too crunchy and too time consuming using my current sensibilities, which have changed over time and with circumstance. But back when we did 8-12 hour sessions and loved the crunch, it was amazing. It's also hard to pick some. For example, balance is one of them. In games where character failure can be unfun for the players, like when combat-to-the-death is a common stake so players can lose their characters, balance is important. But in games where it's not, and spotlight isn't based on power, it's not a factor so it won't get in my way even if it's poor. My go to example is in Marvel Heroic Roleplay two players of Hawkeye and Thor can have a wonderful "guy's night out" with Loki adn others providing mischief, and both players have tons of fun - balance isn't a problem, even though there's no attempt to balance the power of Clint and Thor to each other. BTW, this is a wonderful list, I don't want to be "that guy" to whine that it's missing something. Which, as we all know, traditionally means we're going to be "that guy". To me, there's one important category that's mostly missing - character creation/advancement. There's a few nods to in the list, but it's usually done very differently then the at-the-table rules during a session, and to me is quite important in actively supporting the archetypes and tropes of the game's genre. [/QUOTE]
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What criticisms do you have for current or previously used systems?
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