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*Pathfinder & Starfinder
Whats Wrong with Ganking CRPG Stuff???
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<blockquote data-quote="Henry" data-source="post: 3900057" data-attributes="member: 158"><p>And to counterpoint:</p><p></p><p></p><p></p><p>Indeed, it has less to do with rules, and more to do with perceptions. The original question was about taking ideas from CRPGs, not just rules. The more you take from CRPGs, the more possibility that you begin to restrict what makes tabletop fun in the first place -- the social component and the "collaborative chaos."</p><p></p><p></p><p></p><p>One cannot take the "anti-CRPG" backlash in a vaccuum -- it often goes hand-in-hand with the debates on "DM as final authority" versus "taking the DM out of the equation." When people get in arguments about rules minutiae because everything is so spelled out, and then people see a peek behind the curtain where Aggro rules were, at the least, briefly, tested for D&D 4e to give guidelines on who a monster should be upset with, it causes that same dread that the designers are listening more to the people who want to reduce DM involvement as much as possible than they are to the people who want DMs to have more involvement with the rules decisions at the game table. (As an aside, no matter how many mods and rules changes to a computer game, without at least one real-time GM handling rules problems and player decisions, it will always be finite.) And while boardgames and wargames were more finite than RPGs, it's what RPGs grew OUT of, not into. In my opinion, it would be a regression, not an advance, to make Tabletop RPGs too much like computer RPGs.</p><p></p><p>I'm personally all for seeing designers grab a neat idea from a computer game - maybe it's a monetary system, or maybe it's a cool power that would make a great feat or spell. But I can definitely see that if D&D ever started talking about "monster spawning points," or "aggro rules," or "how to handle monster trains," I'd say it needs to put on the brakes and stop the insanity. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> As it is, even the per-encounter resources shift, though fun too, makes me a bit leery, as it changes a very important assumption in-game about pacing and strategy that's been around since 1974.</p></blockquote><p></p>
[QUOTE="Henry, post: 3900057, member: 158"] And to counterpoint: Indeed, it has less to do with rules, and more to do with perceptions. The original question was about taking ideas from CRPGs, not just rules. The more you take from CRPGs, the more possibility that you begin to restrict what makes tabletop fun in the first place -- the social component and the "collaborative chaos." One cannot take the "anti-CRPG" backlash in a vaccuum -- it often goes hand-in-hand with the debates on "DM as final authority" versus "taking the DM out of the equation." When people get in arguments about rules minutiae because everything is so spelled out, and then people see a peek behind the curtain where Aggro rules were, at the least, briefly, tested for D&D 4e to give guidelines on who a monster should be upset with, it causes that same dread that the designers are listening more to the people who want to reduce DM involvement as much as possible than they are to the people who want DMs to have more involvement with the rules decisions at the game table. (As an aside, no matter how many mods and rules changes to a computer game, without at least one real-time GM handling rules problems and player decisions, it will always be finite.) And while boardgames and wargames were more finite than RPGs, it's what RPGs grew OUT of, not into. In my opinion, it would be a regression, not an advance, to make Tabletop RPGs too much like computer RPGs. I'm personally all for seeing designers grab a neat idea from a computer game - maybe it's a monetary system, or maybe it's a cool power that would make a great feat or spell. But I can definitely see that if D&D ever started talking about "monster spawning points," or "aggro rules," or "how to handle monster trains," I'd say it needs to put on the brakes and stop the insanity. :D As it is, even the per-encounter resources shift, though fun too, makes me a bit leery, as it changes a very important assumption in-game about pacing and strategy that's been around since 1974. [/QUOTE]
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