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Winning and losing in RPGs...
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<blockquote data-quote="overgeeked" data-source="post: 9696492" data-attributes="member: 86653"><p>To me, the only thing you need is the task-resolution mechanic <em>because</em> collaborative storytelling is duller than dirt. You need something to break the deadlocks and inject chaos into the game. Given their druthers, most gamers would simply narrate themselves winning all the time with zero obstacles, challenges, or consequences. No thanks. </p><p></p><p>Exactly. That's why I prefer absolutely minimalistic rules. Beyond a page or so, they're just boring to use at the table. They get in the say rather than help facilitate play. </p><p></p><p>Paradoxically, I'm also a system-head. I love reading new systems, figuring out the rules, and seeing if there's anything new to grab. Seeing different ways the bits and pieces fit together. They're inherently interesting as a thing unto themselves. But they're also almost universally boring as hell to try to use at the table. They're a distraction. A barrier to actually playing the game. It's being a system-head for 40+ years and having hundreds of systems stuffed into my meat-computer that's lead me directly to abandoning most mechanics as superfluous. </p><p></p><p>It's like you're driving a car down the street and the green light ahead of you changes to yellow...so you pull out the driver's manual and look up what you're supposed to do. Put the book down and drive the damn car. </p><p></p><p>The important thing, to me, is keeping the game moving. Not getting the rules exactly right. Once you have that resolution mechanic, you're set. The rest is just details.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9696492, member: 86653"] To me, the only thing you need is the task-resolution mechanic [I]because[/I] collaborative storytelling is duller than dirt. You need something to break the deadlocks and inject chaos into the game. Given their druthers, most gamers would simply narrate themselves winning all the time with zero obstacles, challenges, or consequences. No thanks. Exactly. That's why I prefer absolutely minimalistic rules. Beyond a page or so, they're just boring to use at the table. They get in the say rather than help facilitate play. Paradoxically, I'm also a system-head. I love reading new systems, figuring out the rules, and seeing if there's anything new to grab. Seeing different ways the bits and pieces fit together. They're inherently interesting as a thing unto themselves. But they're also almost universally boring as hell to try to use at the table. They're a distraction. A barrier to actually playing the game. It's being a system-head for 40+ years and having hundreds of systems stuffed into my meat-computer that's lead me directly to abandoning most mechanics as superfluous. It's like you're driving a car down the street and the green light ahead of you changes to yellow...so you pull out the driver's manual and look up what you're supposed to do. Put the book down and drive the damn car. The important thing, to me, is keeping the game moving. Not getting the rules exactly right. Once you have that resolution mechanic, you're set. The rest is just details. [/QUOTE]
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