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What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
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<blockquote data-quote="MNblockhead" data-source="post: 9243865" data-attributes="member: 6796661"><p>I wonder how VTTs affect one's feelings for a game. I know that if I had to run Warhammer Fantasy 4e completely pen and paper, I would not care as much for it, mainly due to the crunchy combat rules. But since the official game systems for it in Foundry helps with a lot of the mechanics, I'm really enjoying it. </p><p></p><p>When the WotC VTT comes out, and if MCDM release their VTT, we'll have two VTTs designed for a specific system, which--in theory at least--will fully support all of the games mechanics. If done poorly, it could make the experience too much like a video game, but done well, it really speeds up combat and character generation and allows for much more crunchy rules without requiring large learning curves. </p><p></p><p>I'm also following the development of Crucible closely. It is a game system being created by Foundry and is designed specifically for VTT play. I really enjoyed the play tests, which focused entirely on combat. Will have to see how engaging the rules are outside of combat. A system like Crucible, I expect would seem like terrible rules for anyone wanting to run them by pen and paper. </p><p></p><p>I'm wondering how other systems that people complain about for being overly complicated and difficult to learn would fare if those rules were handled by a VTT. </p><p></p><p>Another example that comes to mind is DCC. One thing the keeps me from running DCC is the dependence on tables. It is like someone said, you know what was great about AD&D? All the tables you had to reference! Every spell in DCC is its own subsystem. And it is wonderful, but also a pain. But when all the tables are in a VTT and the rolls are automated, it is great. They don't get in the way. You get all the flavor without time wasted flipping pages. </p><p></p><p>Then there are games that work the other way. Alice is Missing is one example. Playing it with the official materials on Roll20 is still fun, but you don't need a VTT to run the game at all and playing it in person it a much more powerful experience. I feel the same about games like Dialect, Dread, InSPECTREs, Grim and other games that have light rule systems designed to build interesting in-person experiences.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9243865, member: 6796661"] I wonder how VTTs affect one's feelings for a game. I know that if I had to run Warhammer Fantasy 4e completely pen and paper, I would not care as much for it, mainly due to the crunchy combat rules. But since the official game systems for it in Foundry helps with a lot of the mechanics, I'm really enjoying it. When the WotC VTT comes out, and if MCDM release their VTT, we'll have two VTTs designed for a specific system, which--in theory at least--will fully support all of the games mechanics. If done poorly, it could make the experience too much like a video game, but done well, it really speeds up combat and character generation and allows for much more crunchy rules without requiring large learning curves. I'm also following the development of Crucible closely. It is a game system being created by Foundry and is designed specifically for VTT play. I really enjoyed the play tests, which focused entirely on combat. Will have to see how engaging the rules are outside of combat. A system like Crucible, I expect would seem like terrible rules for anyone wanting to run them by pen and paper. I'm wondering how other systems that people complain about for being overly complicated and difficult to learn would fare if those rules were handled by a VTT. Another example that comes to mind is DCC. One thing the keeps me from running DCC is the dependence on tables. It is like someone said, you know what was great about AD&D? All the tables you had to reference! Every spell in DCC is its own subsystem. And it is wonderful, but also a pain. But when all the tables are in a VTT and the rolls are automated, it is great. They don't get in the way. You get all the flavor without time wasted flipping pages. Then there are games that work the other way. Alice is Missing is one example. Playing it with the official materials on Roll20 is still fun, but you don't need a VTT to run the game at all and playing it in person it a much more powerful experience. I feel the same about games like Dialect, Dread, InSPECTREs, Grim and other games that have light rule systems designed to build interesting in-person experiences. [/QUOTE]
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What is, in your opinion, the single WORST RPG ever made, and why is it so bad?
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