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What Does a "Successful" RPG Look Like?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9677274" data-attributes="member: 18"><p>Whilst the presentation is extremely funny (especially initially with the Cyberpunk 2077 pisstake music/sound) and the punchline is good, the big problem with this is that "RPG as micro-fiction" pretty much never has impenetrable or bizarre rules like that (at least in my experience). Those are basically straight-up Shadowrun-type rules (from one of the bad rules editions - which is all of them - yeah I went there!). The "I don't even have to roll" flaw described is a Shadowrun flaw, too, basically. Certainly a flaw most common in fairly complex 1990s and the 2000s RPGs.</p><p></p><p>And quite a lot of fairly well-designed games have sort of "failed novelist" vibes - c.f. for example Mutants and Masterminds for example, which has a whole line of M&M novels which I am very confident would never have seen the light of day outside the context of merch for an RPG.</p><p></p><p>I mean, you say this genre has "overwhelmed indy gaming", which seems like you'd have tons of ready examples, but you provide exactly zero examples, and I'll be honest, I can't immediately think of <em>any</em> recent examples. Orkworld is from over 20 years ago and didn't overwhelm anything! In fact, the only "indy RPG" I can immediately think of that has "failed X" vibes and a lot of silly lingo and complicated rules is the recent <em>Hellpiercers</em>, which is pretty cool but does have "I wanted to make a tabletop wargame but I ended up having to make an RPG" vibes, and definitely has some initially impenetrable stuff going on (why yes I did back it because the art/vibes were cool, why do you ask?).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9677274, member: 18"] Whilst the presentation is extremely funny (especially initially with the Cyberpunk 2077 pisstake music/sound) and the punchline is good, the big problem with this is that "RPG as micro-fiction" pretty much never has impenetrable or bizarre rules like that (at least in my experience). Those are basically straight-up Shadowrun-type rules (from one of the bad rules editions - which is all of them - yeah I went there!). The "I don't even have to roll" flaw described is a Shadowrun flaw, too, basically. Certainly a flaw most common in fairly complex 1990s and the 2000s RPGs. And quite a lot of fairly well-designed games have sort of "failed novelist" vibes - c.f. for example Mutants and Masterminds for example, which has a whole line of M&M novels which I am very confident would never have seen the light of day outside the context of merch for an RPG. I mean, you say this genre has "overwhelmed indy gaming", which seems like you'd have tons of ready examples, but you provide exactly zero examples, and I'll be honest, I can't immediately think of [I]any[/I] recent examples. Orkworld is from over 20 years ago and didn't overwhelm anything! In fact, the only "indy RPG" I can immediately think of that has "failed X" vibes and a lot of silly lingo and complicated rules is the recent [I]Hellpiercers[/I], which is pretty cool but does have "I wanted to make a tabletop wargame but I ended up having to make an RPG" vibes, and definitely has some initially impenetrable stuff going on (why yes I did back it because the art/vibes were cool, why do you ask?). [/QUOTE]
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