Joshua Randall said:
Well, then, allow me to be the first:
/me points at The Shaman, stifling a laugh at his weak gamer-fu.
I absolutely earned that.
LostSoul said:
Just a quick note on Dogs: the setting isn't what's important. It helps keep the game focused, and it totally reduces prep-time for the GM (to about 30 minutes per 4-hour game), but the game is all about the mechanics.
Teflon Billy said:
The guy goes to the trouble of creating a game about "Mormon Cowboy Occult Troubleshooting Gunslingers in the Old West" and you say the setting isn't important?
The setting is the draw man
I'm absolutely with
Teflon Billy on this one - I looked over the game handouts to see what was covered and how, and I didn't see anything that made me say (in my best Keanu voice), "Whoa?!?"
How are the mechanics special?
Bastoche said:
I think that the most important contribution by Ron et al to the gamer community is that RPGing goes way beyond "learning a system" and by doing what you do (ie. sticking to one system to play "all" games) *might* be a recipe for trouble. For a specific example, playing "dogs in the vineyard" with d20 modern (or past) rules will be a game eons away from the dogs in the vineyard "feel". That's what the big model tries to teach: before choosing a game, identify your gaming priorities as a group and then find the game that fits (and if it does not exists, create your own

)
I can understand that, particularly in light of the following post:
Dr. Awkward said:
I can't speak to Dogs In The Vineyard, since I haven't played it, but My Life With Master is a good system for what it seeks to accomplish. Play involves essentially sitting around and narrating scenes without regard for the mechanics of the character. The character's actual abilities are left abstract, and their traits are essentially purely narrative ones, by which I mean, only things that can change the outcome of a scene are included, and these are heavily abstracted. The character's traits are also all based on conflict-inducing factors, specifically, Fear, Self-loathing, Weariness and Love, which means that paying attention to the game mechanics turns you back toward the narrative thread of the game, which is essentially interpersonal conflict....My point is essentially that the MLWM rules contain only what is necessary to play a game that elicits the kind of game that MLWM seeks to generate.
Please forgive me for paring this down so much,
Dr. Awkward.
I can definitely see how the rules-system can be used to help create a particular gaming experience - the
Call of Cthulhu Sanity mechanic comes to mind.
I tend to look a bit sideways at this approach to gaming for exactly the following reason:
Dr. Awkward said:
A problem with this is that MLWM has limited replay value. Eventually all the games start to feel the same. There are only so many variations on the master and the minions that are original and interesting. But it's really good while it's still fresh.
Versatility and what
Dr. Awkward terms replay value are very high on my list of important system attributes - I would rather muddle along with a more generic system and tweak it to get the feel that I want to create than have such a finely-tuned game that only takes you a handful of places. Put another way, I'd rather have a Maglite than a laser pointer.
That's not a criticism of the latter approach, just a matter of personal preference.
This is why I haven't played much
Call of Cthulhu, actually: after the first few times, the games started to feel very flat to me - how can I contrive a situation to drive your characters mad
this time? I prefer a more open approach, perhaps - horror, yes, but with more options than just see monster, lose SAN, roll new character, which is what
CoC becomes after a fairly short time for me.
A final thought:
Dr. Awkward said:
I can't see this kind of play working as well in a system like d20 modern. The reason for this is that the MLWM system is pared down to include only what you need to get the kind of game that MLWM provides. Adding more rules on top of it would complicate the game unnecessarily, and with many things that don't need to be there. Not to say you couldn't play that game, but abstracting away the details of conflict allows you to focus on the conflict and not the details. There is no reason why a MLWM character needs a constitution score. That simply doesn't matter to the outcome of the game. If I were going to play MLWM using a different system, I'd probably pick another heavily-abstracted system like FUDGE, rather than a detail-laden system like d20 Modern or GURPS.
One of the Mike Mearls posts in the RPGnet thread mentioned this as well, something along the lines of, "If I want a game to be about encountering aliens, do I really need a mechanic for how much fuel the starship has in the tanks? Does this improve on the contact aspect of the game that I want to keep in the forefront of the players' minds?"
It's an interesting question, and one that deserves consideration along with genre emulation and simple playability in game design. I believe that every gamer has sweet spots along contiuua such as roleplaying v. game mechanics, complexity v. simplicity, and so on. Tailoring mechanics to achieve one or several specific effects is certainly elegant and stylistically intriguing, but for me, there needs to be a certain universality to a system as well for it to be appealing. IMX, a more generic system is easier to strip down or build up as needed - a CON score may be irrelevant to
MLWM as written, but can I also play a Modern game in which ability mechanics are subsumed by the interpersonal conflicts of the characters? Can I make Fear, Self-loathing, Weariness and Love the basis around which a Modern game revolves without specific conflict resolution mechanics designed for that purpose?