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Why Do You Hate An RPG System?
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<blockquote data-quote="lordabdul" data-source="post: 7911011" data-attributes="member: 6994956"><p>I think RQ is mostly trying to model the brutal aspect of combat which you can find in many Bronze-Age treatments like Conan, 300, and so on. The side-effect is that it does indeed make some players avoid combat more than they should, but I'm not sure it can be helped. It's the same thing with, say, Call of Cthulhu's SAN mechanics which can make some players so overly cautious that they go out of their way to <em>not </em>read any books and <em>not </em>go into any basement or cave, therefore avoiding the very core activity that the game is trying to make you play. In some way, even though it's a perfectly understandable reaction, you could consider it a mild case of "premise rejection" on the side of the players. Thankfully, some other players are happy to read the books and go in the basement and gleefully go mad while saving the world (or not), and, similarly, other players are happy to get bloody in RQ, dancing around flying severed limbs. Also of note: the new recently released RQ edition is much friendlier with characters, giving them way better stats and access to magic, so combat is still dangerous but healing aftewards seems much better to me. But that's a whole other discussion.</p><p></p><p>For those who want the more "mythic hero" aspect of Bronze Age tales, yes, as people pointed out, HeroWars/Quest is a good choice because it was explicitly designed to play these kinds of narrative tropes. Most other narrative-driven systems would probably work well too.</p><p></p><p></p><p>Can you point me to the appropriate book for this? I'm curious.</p></blockquote><p></p>
[QUOTE="lordabdul, post: 7911011, member: 6994956"] I think RQ is mostly trying to model the brutal aspect of combat which you can find in many Bronze-Age treatments like Conan, 300, and so on. The side-effect is that it does indeed make some players avoid combat more than they should, but I'm not sure it can be helped. It's the same thing with, say, Call of Cthulhu's SAN mechanics which can make some players so overly cautious that they go out of their way to [I]not [/I]read any books and [I]not [/I]go into any basement or cave, therefore avoiding the very core activity that the game is trying to make you play. In some way, even though it's a perfectly understandable reaction, you could consider it a mild case of "premise rejection" on the side of the players. Thankfully, some other players are happy to read the books and go in the basement and gleefully go mad while saving the world (or not), and, similarly, other players are happy to get bloody in RQ, dancing around flying severed limbs. Also of note: the new recently released RQ edition is much friendlier with characters, giving them way better stats and access to magic, so combat is still dangerous but healing aftewards seems much better to me. But that's a whole other discussion. For those who want the more "mythic hero" aspect of Bronze Age tales, yes, as people pointed out, HeroWars/Quest is a good choice because it was explicitly designed to play these kinds of narrative tropes. Most other narrative-driven systems would probably work well too. Can you point me to the appropriate book for this? I'm curious. [/QUOTE]
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