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Why Do You Hate An RPG System?
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<blockquote data-quote="John Dallman" data-source="post: 7909013" data-attributes="member: 6999616"><p>Like many others, I don't usually hate games, because I don't play them if they seem defective. There was one game that I hated, and which my character hated for entirely different reasons: </p><p></p><p>I hated it because the action sequencing method (for fights, and any other fast-moving actions) was explicitly based on action movie conventions for cutting between characters. This was a homebrew system, and this point had not been clear in the GM's material about it. I have very poor sight, don't watch movies or TV and thus have no understanding of their conventions. The effect of this was that the sequencing seemed utterly arbitrary, tending to perverse, and I could not think about what I wanted to do (in a complex and unfamiliar game system) while other players were having their turns. </p><p></p><p>My character hated it because we'd been moved a few years (about ten) forward in time, by our chief opponent, but this had to remain utterly secret, so we could not contact our previous friends or families. From the character's point of view, they'd all been killed. The chief opponent also seemed utterly invincible, especially once he threw us back in time about 2,500 years, to a place where we seemed to have no significance and be utterly at the mercy of the (Greek) gods. The DM had not done any game mastering for about thirty years, and it rather showed: he was trying to run his game in a manner appropriate for rowdy teenagers, rather than adults in their late forties or early fifties. </p><p></p><p>All of the players protested about the latter aspect, although some of them could cope with the action-movie part. The GM finally accepted we were not enjoying it when I pointed out he'd given us a way to create a gigantic time paradox, and I was intending to use it. The whole impression the game was giving us was that human life had no importance or significance. Given that, why pander to cruel gods? Destroying the timestream at least denies them their fun.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 7909013, member: 6999616"] Like many others, I don't usually hate games, because I don't play them if they seem defective. There was one game that I hated, and which my character hated for entirely different reasons: I hated it because the action sequencing method (for fights, and any other fast-moving actions) was explicitly based on action movie conventions for cutting between characters. This was a homebrew system, and this point had not been clear in the GM's material about it. I have very poor sight, don't watch movies or TV and thus have no understanding of their conventions. The effect of this was that the sequencing seemed utterly arbitrary, tending to perverse, and I could not think about what I wanted to do (in a complex and unfamiliar game system) while other players were having their turns. My character hated it because we'd been moved a few years (about ten) forward in time, by our chief opponent, but this had to remain utterly secret, so we could not contact our previous friends or families. From the character's point of view, they'd all been killed. The chief opponent also seemed utterly invincible, especially once he threw us back in time about 2,500 years, to a place where we seemed to have no significance and be utterly at the mercy of the (Greek) gods. The DM had not done any game mastering for about thirty years, and it rather showed: he was trying to run his game in a manner appropriate for rowdy teenagers, rather than adults in their late forties or early fifties. All of the players protested about the latter aspect, although some of them could cope with the action-movie part. The GM finally accepted we were not enjoying it when I pointed out he'd given us a way to create a gigantic time paradox, and I was intending to use it. The whole impression the game was giving us was that human life had no importance or significance. Given that, why pander to cruel gods? Destroying the timestream at least denies them their fun. [/QUOTE]
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