Kage2020 said:
ak-73 said >>>
That's not the point. The main point is in not having to always play the same system, thus adding to the distinct flavour of a setting.
I do not think that is this case. Are you meaning to suggest that a dedicated systems works to add a unique experience to a given setting?
If well done, it can but that wasn't what I tried to express. The distinct flavour of a distinct setting and a distinct rule-set make for a distinct gaming experience.
Kage2020 said:
That's a different matter, I think, or at least is not how I would use the term "flavour." If that is the case, then I would certainly agree with you to a point. For example, my original group only ever used one system: AD&D . When they were introduced to Shadowrun , one of the things that they remembered was that the system was different and that they weren't rolling a d20, but rather a sea of d6. On the other hand, what they remember the most was the story line.
No fair - I didn't say it would be what players remembered the most, nor might even pick up consciously. I said it was adding to the distinct flavour of the setting (and within the gaming experience itself).
Kage2020
said:
As a personal anecdotes, one system that really broke my enjoyment of a game was Heroes Unlimited . On the other hand using the Storyteller system? That was kind of fun.
No system has ever broke my enjoyment of a game. At least not that I recall. A GM or other players may have... but a system?
Oh and I like Heroes Unlimited, had some memorable moments with Jetboy and Adrenaline (though both dies thanks to unbelievable dice rolls by the GM). It just doesn't allow you to construe the Hero you want to play per se. I liked the old Marvel game with the advanced rules. Allowed you to fairly custom tailor your superhero.
Kage2020 said:
This is one of those points that a difference raised by Luddite on Dark Reign comes up (and with no judgement about the superiority of either): Are you a roleplaying gamer or a roleplaying gamer ? As I prefer the system to disappear as much as possible, just be there to abstract characters/events/whatever in a "believable" way, I consider myself to be a roleplaying gamer. Thus, as a player system tends not to enter into it until it gets in the way.
As a GM? Different set of criteria, although my preference for system invisibility and my experiences of other systems does set a certain pattern.
I am neither. I am a role-playing gamer. My understanding of rpg these days is that akin of Rat Pack show (and I am not talking Skavens, lol).
Kage2020
said:
ak-73 said >>>
Secondly, you don't have to fit the pattern of any more generic rules. If your setting requires a Spirit Walk and it's supposed to have a different Spirit Walk mechanics than the generic version, you'll have to remember that. But that's just a side example for what nesting a specific setting into a generic ruleset entails.
Hmmn... As I'm looking at things you actually have it the other way around. Placing "Spirit Walk" into a dedicated system is going to be potentially more jarring than into a generic one that is designed to allow a "Spirit Walk" that is custom-tailored to the setting. It takes time, effort, and can involve quite a bit of "crunch" to get it to fit the concept, might look god-awful to someone that doesn't know the crunch, but that's GM-end. Production/player end you just get a description.
Maybe I'm arguing against myself, now? Or perhaps that I'm just exploring the reason that I made the observation that I did. The rules concatenation, the crunchiness... They were all, for me, player end even though you're dealing with materials that are specifically designed for the setting (well, mostly; there's some transference of concepts from WFRP).
When you're creating a game from scratch you don't have to fit it into the given mechanics of an existing generic system, right? If the setting might call for it for whatever reason you can have d100 attributes. Or you can have skills based on multiple attributes: courage and dexterity for a charge attack roll in a Conan RPG or whatever. You have less design constraints, right?
Kage2020
said:
ak-73 said >>>
Too bad I don't have edges and flaws nearby, I am sure I could stack some of those very neatly.
As I'm using the term, I'm talking about the situation when the cause and effect are obfuscated by a chain of rules that you have to follow through to resolve the situation. Don't get me wrong, there's always the "Shout and roll dice!" method that is tried, tested and trusted by many but... Again, it's the front-loading.
Okay, maybe I am shifting things to GM vs. player "crunch" and setup vs. play "crunch?" Either way, you can for sure stack advantages and disadvantages to mutual benefit in the G-game. That is, in fact, how you custom-build abilities so that they fit the setting by exploring the specific combinations of advantages, disadvantages, abilities, enhancements and limitations of an ability (be it magical power, technology or whatever) in the setting and with acknowledge of any appropriate genre convention.
This type of "stacking" is not what I'm referring to be rules concatenation (see above).
Give me an example for rules concatenation you don't see as such in GURPS please.
Kage2020
said:
ak-73 said >>>
The individual distinction between the terms of servitor and bioroid is negligible. One could also argue whether buildings have a gothic appearance or modern - they're just the same buildings.
Strange. Yet you will see arguments that "servitor" is a distinct and unique entity, and there's a whole psychology of architecture, decor, the creation of social space and the reflection on social order. I consider this setting information and it makes little difference whether you use a generic or dedicated system as long as the effort is made for setting and genre "appropriateness."
Yeah, well, you're saying basically the same thing I had been saying: the individual distinction of the terms servitor and bioroid is negligible. If you're not just looking at the terms though but at all the things attached to it, the concept of servitors as a whole, you'll arrive at greater distinction. Looking the world of 40K as a whole, you'll have then ever greater disinction from other sci-fi settings.
Kage2020
said:
ak-73 said >>>
I just don't want my role-playing *games* to be that centered on narrative though. I want the feel the game effect too. ;-)
I think that answers the earlier question I posed, so thank you. It does much to explain the distinctions that you're arguing. Suffice to say that we come to it from opposite ends of the spectrum.
No sir, I fear I have to correct you there for your statement reveals a logical fallacy. My statement merely reveals that I am not coming from your end of the spectrum . That doesn't imply that I come from the opposing end. As I have hinted at above, rpging to me these days is like a variety show. You don't just get singing, you also get story-telling, joking, egg-juggling, improvised acting, poetry recitals, dancing elephants on the stage - the whole nine yards.
Stressing the roleplaying aspect is too limiting from my point-of-view; I like games the most when they're a blend of all things that are part of the hobby, the improvised acting, the hack and slay and pillage and plunder, and everything inbetween. While reading Final Sanction a silly punch line in the German language regarding Genestealers crossed my mind, I intend to place it somewhere in the second session of FS.
To me, the job as a GM is more like an entertainer, a nerd version of Johnny Carson.
Kage2020
said:
ak-73 said >>>
Shadowrun 1st and 2nd edition has 3 second rounds. A protracted firefight with both parties at medium distance and firing out of cover wouldn't be unreasonable
It's quite possible that 3e and 4e have 3 second rounds and I merely misremembered. In fact, you can probably guarantee it. I only really buy RPGs for the setting information, and the description of abilities, for many years now. I read enough of the system to see how it abstracts, any glitches that I would prefer smoothed out, those that might have a bearing on a conversion, etc. (For example, Toughness Bonus is never going to see the light of day in a conversion of the 40k setting to GURPS .)
ak-73 said >>>
Good luck playing such fights in GURPS. Even in SR 20 rounds (with possible multiple actions each, let me remind you) takes very long to play out. I am saying this because I found that in SR most of the time players seek short-distance slug-outs resulting in fights always lasting about 15 seconds.
As above, we come from two different angles. You consider system to be a vital element in the "game experience." I do not, even if as a GM I have a preferred selection. Even if I were to dogmatically follow the letter of the tactical combat system, "realistic" protracted combats of minutes would be fairly easy to "game" out quickly and efficiently. It depends on whether you believe all combat take the form of attack-defend-attack-defend-attack-defend. If you do, then it might be a nightmare. On the other hand, most wombats, especially melee wombats, do not work that way. (Sorry, couldn't resist the deliberate typographic.) In tactical combat terms, much of your time is spent moving (circling, etc.), feinting, assessing, sporadic flurries of activity, etc.
If you feel that it is necessary to "game out" every single combat round? I would imagine that any system that's going to be... intensive.
Of course you don't have to but if you don't, you'll end up with sth like Palladium's 15 second rounds, even if in an
Kage2020 said:
ak-73 said >>>
Or you don't buy yet another GURPS sourcebook but a dedicated game which means you have to learn new rules but also means you have another game you can explore from scratch.
On a personal level, I buy alternate systems anyway. Why do I need to learn a new set of rules, though? I've done plenty of that in my time and have more important things to burn the 'ole grey matter on. Of course, now that's just my set of preferences. Again, though, I'm a roleplaying gamer so as we've seen, I feel, YMWV.
If you play Deathwatch in GURPS, will your translating all the stats cost you less effort than learning the rules of the game? Really? And when supplements arrive, you'll translate the new hardware into GURPS terms too. Doesn't seem to be much easier. I think most people who don't have much time (work/school/girl-friend) will be more inclined to pick up a book and learn the rules rather than transcribe it into a system they know.
Kage2020
said:
ak-73 said >>>
Edges can be made to stack, that's normal for games with edges too. If you find that crunchy remove edges mechanics and improvise. :-)
Just FYI, I once went through the core system and determined what I would need to change to make the system "feel right" for me. It was nigh-on everything. Rather than waste my time doing that to maintain a mechanic that I didn't feel scaled very well, I just acknowledged this and moved on. Please do not mistake the observation that I noted it to be crunchy to be the same as not being able to understand how to remove "crunch." Please also note that we're not talking about the same rules concatenation, as above.
Again, though, it's not a criticism of DH and related games.
I have been through all of that and I don't feel much the need to formally go through a rulebook and change the rules to make it feel right for me anymore. Instead I prefer to make changes as necessary mostly as the need for it arises. A player wants a talent he can't have? If he has a good background story, he'll have it.
I don't like the distribution of hits due to auto-fire? I'll use my own hit-tables which are based on Harnmasters, etc.
As scaling for example, I don't require precision there. Only roundabout the right scaling, that suffices to tell a story generally.
Kage2020
said:
ak-73 said >>>
Let me tell you this: I was very skeptical towards DH when it came out. I had no idea how things would work out. But as I mentioned before we used the Heroes of Tomorrow generic RPG supplement to roll up my PCs background. Multiple accounts of spending time in prison made Scum the natural choice although I didn't actually want to play a Scum. Rather a Psyker. But the randomly created background events asked of me to invent a background story out of the cornerstones and after understanding how my ex-con made the transition into being an Acolyte, I love my PC.
Note that you're not alone in the use of Heroes of Tomorrow, although I would imagine that we would use it very differently. It is, however, interesting that you use this as an example when you commented on making generic information "fit." With that said, please note that I cover this point in my previous post.
Ah well. More's the fun.
Kage
Btw, I've recently considered creating an online version of the Heroes supplements as these fine books are generally lost to the Roleplaying public at large.
Alex
) Of course, YMMV.
Likewise, when I say that timelines are not a good idea, I consider it a given, that I am expressing my own point-of-view.