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Why Aren't Designers Using The GUMSHOE System?
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<blockquote data-quote="Von Ether" data-source="post: 7689015" data-attributes="member: 15582"><p>Pg. 196, Player Handbook. "Hit Points represent a combination of physical and <em>mental durability, the will to live, and luck.</em> Italics mine for what I consider an abstraction/weasel words.</p><p></p><p>YMMV, but for my perspective that would be player impressions to GM/Game Designer goals. All the examples I gave have been used to turn spell slots into another resource. If anything, compared to Ars Magica, I find spell slots to be most common abstract method. </p><p></p><p>I spent literal hours having PCs discussing mystical metaphysics in Mage. To my knowledge, PC Mages can't even directly discuss the concept of spell levels as they relate to class levels in character. </p><p></p><p>This doesn't mean that I think spell slots are a bad design. In fact they are a classic that have stood the test of time. But to me, they are a quota/resource system for spells (or a safety net for GMs who fear players that would abuse a more granular spell point system.) Other games have done better efforts to link PCs to the powers they want to gather and manipulate.</p><p></p><p>Between this and your signature, we can agree to disagree. We have different expectations in our gaming and neither one is badwrongfun. </p><p></p><p>If you feel that you have to have the last word, then do so. But I'd rather that we fist bump over the fact that we both love to roll dice and move on.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 7689015, member: 15582"] Pg. 196, Player Handbook. "Hit Points represent a combination of physical and [I]mental durability, the will to live, and luck.[/I] Italics mine for what I consider an abstraction/weasel words. YMMV, but for my perspective that would be player impressions to GM/Game Designer goals. All the examples I gave have been used to turn spell slots into another resource. If anything, compared to Ars Magica, I find spell slots to be most common abstract method. I spent literal hours having PCs discussing mystical metaphysics in Mage. To my knowledge, PC Mages can't even directly discuss the concept of spell levels as they relate to class levels in character. This doesn't mean that I think spell slots are a bad design. In fact they are a classic that have stood the test of time. But to me, they are a quota/resource system for spells (or a safety net for GMs who fear players that would abuse a more granular spell point system.) Other games have done better efforts to link PCs to the powers they want to gather and manipulate. Between this and your signature, we can agree to disagree. We have different expectations in our gaming and neither one is badwrongfun. If you feel that you have to have the last word, then do so. But I'd rather that we fist bump over the fact that we both love to roll dice and move on. [/QUOTE]
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Why Aren't Designers Using The GUMSHOE System?
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