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Will Rule Zero be in 4E?
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<blockquote data-quote="quixoteles" data-source="post: 4140534" data-attributes="member: 59883"><p>What does flexibility mean? Are you talking about changing rules to make the game more fun, I assume that that's true, if it is then yes you brought the game, unfortunately for all of the rule modifications that I have seen suggested to far, including my own, and even the creators attempts at modding are not too successful (he once tried to make a three statted simpler version of the game that I once ran Full Metal Alchemist under, the players like a well run original version better) Most of the time, the mods to fix problems in BW are not as good as the original rules themselves. </p><p></p><p>Buring Wheel rule set is an interdependent assimilation. All the pieces are assimilated to make one mass, you can play part of it, but changing it means that you have to change the core of the system, every rule made depends on the rules coming before and after it. Rule Zero is there, but not in the place player's recognize. You can make your own monsters, lifepaths, traits, spells, pieces of equipment, and even races if your really able to put all of the previous stuff together. Changing rules entirely, well you can, you just have to be really really good, which some us must admit (at least I can humbly say), we are not that good at designing games. Luke and Co. are, and they play test relentlessly, with transparency. The attention to detail, fan-base, and design standards are intense. </p><p></p><p>I have seen aikido techniques added to fight mechanics, 3e feat-like martial arts rules from classic, new life path set that suggest radically different settings including starwars and wasteland post-apoc homebrews, action movie style gun fight systems for people playing a serenity game, hundreds of spells generated, playtested and discussed with fans and creators in a matter of week's, given away mind you not charged for, and monsters, monsters, monsters!</p><p></p><p>There is some validity of the flexibility problem, because if you have an idea and go on the site, you will get a official ruling on it, good or bad from the authors mouth more often than not. And they know their game, they know why it's good and if they don't think what your doing is going to work out, they'll tell you. And they are usually right. I think it's what kept the game thriving so well, the insight as to what to do with it is so thorough, and perhaps constricting.</p><p></p><p> I have seen some terrible paths RPG's have gone down, being house ruled to death with implicit votes of no confidence by wanna-be game designers. The Marvel Universe RPG, which no one understood and everyone modded into the grave and beyond. </p><p></p><p>I mean a game that can do Frank Herbert and JRR Toliken for $25 USD can't be all that rigid right?</p><p></p><p>Also: BW game was made in NYC in a vacuum, some influence was made after listening to the forge, but it didn't really change what the game was about, it just got... cleaner, and when to the gym.</p></blockquote><p></p>
[QUOTE="quixoteles, post: 4140534, member: 59883"] What does flexibility mean? Are you talking about changing rules to make the game more fun, I assume that that's true, if it is then yes you brought the game, unfortunately for all of the rule modifications that I have seen suggested to far, including my own, and even the creators attempts at modding are not too successful (he once tried to make a three statted simpler version of the game that I once ran Full Metal Alchemist under, the players like a well run original version better) Most of the time, the mods to fix problems in BW are not as good as the original rules themselves. Buring Wheel rule set is an interdependent assimilation. All the pieces are assimilated to make one mass, you can play part of it, but changing it means that you have to change the core of the system, every rule made depends on the rules coming before and after it. Rule Zero is there, but not in the place player's recognize. You can make your own monsters, lifepaths, traits, spells, pieces of equipment, and even races if your really able to put all of the previous stuff together. Changing rules entirely, well you can, you just have to be really really good, which some us must admit (at least I can humbly say), we are not that good at designing games. Luke and Co. are, and they play test relentlessly, with transparency. The attention to detail, fan-base, and design standards are intense. I have seen aikido techniques added to fight mechanics, 3e feat-like martial arts rules from classic, new life path set that suggest radically different settings including starwars and wasteland post-apoc homebrews, action movie style gun fight systems for people playing a serenity game, hundreds of spells generated, playtested and discussed with fans and creators in a matter of week's, given away mind you not charged for, and monsters, monsters, monsters! There is some validity of the flexibility problem, because if you have an idea and go on the site, you will get a official ruling on it, good or bad from the authors mouth more often than not. And they know their game, they know why it's good and if they don't think what your doing is going to work out, they'll tell you. And they are usually right. I think it's what kept the game thriving so well, the insight as to what to do with it is so thorough, and perhaps constricting. I have seen some terrible paths RPG's have gone down, being house ruled to death with implicit votes of no confidence by wanna-be game designers. The Marvel Universe RPG, which no one understood and everyone modded into the grave and beyond. I mean a game that can do Frank Herbert and JRR Toliken for $25 USD can't be all that rigid right? Also: BW game was made in NYC in a vacuum, some influence was made after listening to the forge, but it didn't really change what the game was about, it just got... cleaner, and when to the gym. [/QUOTE]
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