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Why Do You Hate An RPG System?
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<blockquote data-quote="Zhaleskra" data-source="post: 7902246" data-attributes="member: 20544"><p>Because it's F.A.T.A.L.</p><p></p><p>Other than that, I can't think of systems I actively hate. There are some that I've experienced that I will never play again. Others that I will play again, but only if there's nothing better on offer and I really need a gaming fix.</p><p></p><p>Some things have changed over the years. I started with AD&D2e and had fun, but looking back at it, the warts are too obvious. I like to understand why the mechanics are designed the way they are. When there's a logical reason for having a laundry list of spells (e.g., each spell being a "fruit" grafted to the branches of your magic organ, say), that makes more sense than "that's the way the game has always done it". I don't like it when you can learn the advanced version of a spell without learning the previous versions, which leads to my love of HARP's scaling system for magic and psionics.</p><p></p><p>When the mechanics don't hold up what the authors want the game to accomplish it stretches my suspension of disbelief. Then again, I can accept that infinity worlds have a CP/SP/GP/PP economy, but my suspension of disbelief snaps when they all have the same exchange rate. Though I suppose multiverse and spelljamming could explain that, as long as you establish it was put in place by a spelljammer crew or a planewalker. So, unless it's classic Paranoia, I don't like "just because" rules.</p></blockquote><p></p>
[QUOTE="Zhaleskra, post: 7902246, member: 20544"] Because it's F.A.T.A.L. Other than that, I can't think of systems I actively hate. There are some that I've experienced that I will never play again. Others that I will play again, but only if there's nothing better on offer and I really need a gaming fix. Some things have changed over the years. I started with AD&D2e and had fun, but looking back at it, the warts are too obvious. I like to understand why the mechanics are designed the way they are. When there's a logical reason for having a laundry list of spells (e.g., each spell being a "fruit" grafted to the branches of your magic organ, say), that makes more sense than "that's the way the game has always done it". I don't like it when you can learn the advanced version of a spell without learning the previous versions, which leads to my love of HARP's scaling system for magic and psionics. When the mechanics don't hold up what the authors want the game to accomplish it stretches my suspension of disbelief. Then again, I can accept that infinity worlds have a CP/SP/GP/PP economy, but my suspension of disbelief snaps when they all have the same exchange rate. Though I suppose multiverse and spelljamming could explain that, as long as you establish it was put in place by a spelljammer crew or a planewalker. So, unless it's classic Paranoia, I don't like "just because" rules. [/QUOTE]
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