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General Tabletop Discussion
*TTRPGs General
Why is realism "lame"?
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<blockquote data-quote="CroBob" data-source="post: 6066425" data-attributes="member: 6683307"><p>I'm talking about the system itself. basically everything that happens follows all the same general rules. While there's wiggle room, everything that happens is basically a combination of the same variables with different values, which was not true in older editions, especially pre-3E. Back then, magical fear could have any number of different effects, for example. While those variables tended to pile up, the problem was more in keeping track of them after their application, which can be done easily on whatever note card you're keeping track of combat on in the first place. This does make sense. However, at the same time, there doesn't need to be a book on the topic in order for someone to change the game in the way they want it changed. It's not like they need permission from publishers to play the game with house-rules or variations on the game's innate rules, or something. The only thing these options being printed really does is offer suggestions as to how to do it. I don't see how major changes being done by yourself would take much longer than poring through a bunch of OGL products/online references to figure out how other people did it, except with the disadvantage of the work's results being less directly proportional to how much effort you put into it, but rather depending on how much work other people already did on that particular thing. So would you advocate churning out a very basic game, with very core mechanics, providing very little flavor or specific functionality, and then pumping out books which are more specific to particular genres? Frankly, I wouldn't mind that at all. It could be called "D20 Core", or something, and then pump out a bunch of D&D products for it, or even things labelled something entirely different, but which still functions on those very basic mechanics. I'd go so far as to call it a good idea.</p></blockquote><p></p>
[QUOTE="CroBob, post: 6066425, member: 6683307"] I'm talking about the system itself. basically everything that happens follows all the same general rules. While there's wiggle room, everything that happens is basically a combination of the same variables with different values, which was not true in older editions, especially pre-3E. Back then, magical fear could have any number of different effects, for example. While those variables tended to pile up, the problem was more in keeping track of them after their application, which can be done easily on whatever note card you're keeping track of combat on in the first place. This does make sense. However, at the same time, there doesn't need to be a book on the topic in order for someone to change the game in the way they want it changed. It's not like they need permission from publishers to play the game with house-rules or variations on the game's innate rules, or something. The only thing these options being printed really does is offer suggestions as to how to do it. I don't see how major changes being done by yourself would take much longer than poring through a bunch of OGL products/online references to figure out how other people did it, except with the disadvantage of the work's results being less directly proportional to how much effort you put into it, but rather depending on how much work other people already did on that particular thing. So would you advocate churning out a very basic game, with very core mechanics, providing very little flavor or specific functionality, and then pumping out books which are more specific to particular genres? Frankly, I wouldn't mind that at all. It could be called "D20 Core", or something, and then pump out a bunch of D&D products for it, or even things labelled something entirely different, but which still functions on those very basic mechanics. I'd go so far as to call it a good idea. [/QUOTE]
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Why is realism "lame"?
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