James Sparrow said:
commoner said:
I see where you are coming with this James, however I largely disagree that is at all groundbreaking. There are hundreds onto hundreds of games like this already on the market (in terms of INDIE RPG'S) and a handful of games that reached a broad, store by store release (Nobilis- sp?). Heck, I was playing this way back in 1989 in a game based off the Aliens franchise. So it is far from innovative. If you look at any RPG, in terms of narrative, all systems (regardless of how heavy or lite the system might be) are fundamentally designed around this principle. (modifiers to a die roll equal how good or bad you are at something.).
While I do agree with you that a great system has to support narrative decision making and all we really need is a concept and a die to resolve disputes, I have found through my actual experiences systems such as these make the assumption that everyone plays for the same reason and play in the same way as the creator of the system. We also don't need these systems at all since they are best designed as home-brews so they can be tailored to a specific group's play style. A system-in-print should give us inspiration to create better stories and a better experience.
I have a suspicion that each of our experiences are of slightly different things - it's kind of hard to say for sure. Certainly, what I'm talking about has not been supplied by indie games or by Nobilis.
Also, I don't think you need a system to support narrative decision making (although I know some folk do regard just rolling a die as a system); you just need a bit of imagination, common sense and a fairly like-minded group of friends, essentials for any RPG, I think.
Regardless of that, I still don't think WFRP3 falls into the category or ground-breaking, though I may be forced to accept that it has innovative elements. The question is, do the innovations really add anything? Are they just codifying things that at least some groups have been doing for years? Are they things thst just force you to play at a table? What are they really adding to the experience of roleplaying that was missing before? This latter question in particular seem worth considering.
Cheers
Sparrow
James Sparrow said:
commoner said:
I see where you are coming with this James, however I largely disagree that is at all groundbreaking. There are hundreds onto hundreds of games like this already on the market (in terms of INDIE RPG'S) and a handful of games that reached a broad, store by store release (Nobilis- sp?). Heck, I was playing this way back in 1989 in a game based off the Aliens franchise. So it is far from innovative. If you look at any RPG, in terms of narrative, all systems (regardless of how heavy or lite the system might be) are fundamentally designed around this principle. (modifiers to a die roll equal how good or bad you are at something.).
While I do agree with you that a great system has to support narrative decision making and all we really need is a concept and a die to resolve disputes, I have found through my actual experiences systems such as these make the assumption that everyone plays for the same reason and play in the same way as the creator of the system. We also don't need these systems at all since they are best designed as home-brews so they can be tailored to a specific group's play style. A system-in-print should give us inspiration to create better stories and a better experience.
I have a suspicion that each of our experiences are of slightly different things - it's kind of hard to say for sure. Certainly, what I'm talking about has not been supplied by indie games or by Nobilis.
Also, I don't think you need a system to support narrative decision making (although I know some folk do regard just rolling a die as a system); you just need a bit of imagination, common sense and a fairly like-minded group of friends, essentials for any RPG, I think.
Regardless of that, I still don't think WFRP3 falls into the category or ground-breaking, though I may be forced to accept that it has innovative elements. The question is, do the innovations really add anything? Are they just codifying things that at least some groups have been doing for years? Are they things thst just force you to play at a table? What are they really adding to the experience of roleplaying that was missing before? This latter question in particular seem worth considering.
Cheers
Sparrow
You're talking a system where you have some dice, a few players, concepts all around and the game goes. From concept the GM determines roll and difficulty. You roll said dice on an arbitrary (GM Fiat) scale and that tells if you succeed/fail. "Stats" are organic and shift at GM and player choice based on who they are. In some cases, players can point out things such as "since I am a mechanic, I understand enough of the basics of devices that I have a better shot at fixing the air conditioner." Gm agrees or disagrees with statement, rolls are made. In some cases, all rolls might be flat (such as a 10 on a d20) modified up and down based on conditions/expertise. This creates the illusion for players and the GM that this game is free from system and narrative can be created more freely without statistics to interfere with the game. This illusion is powerful and can greatly motivate game decisions. Most play either happens in the realm of imagination or may use the occasional map to illustrate points or locations. It generally plays low combat (but sometimes high) combat where the narrative and player decisions are key.
The only difference really between this play style and a game such as Nobilis is Nobilis had someone pre-codify the way the illusion is created, but the illusion is still the same, mechanically. It is designed to operate less with dice, using a different form of generic interface to create the same "illusion" of freedom from mechanics. Sorcerer has been created under the same assumption. Except, these games have created statistics (in Sorcerer it uses 3 stats, like Tri-Stat) to create a mid-ground between mechanics and interface. A way for a player to gauge expertise. Ultimately, in both games, neither are really necessary and exist as the basics of language to communicate the loftier principles of "do what you want, we'll figure out the numbers later."
I have played both formats of games (and countless others).
Again, I assert this entire POV of the "systemless" system is not innovative and operates under the assumption every game plays a game in the exact same way, for the exact same reason. It also makes a broad assumption that gamers already know how to game and these mechanics are so easy to understand that new gamers will completely get exactly what they are talking about. The problem with it is, these types of systems, when published, fail on all three accounts. All gamers do not play for the same reasons, play in the same way, and new gamers will not understand exactly what it means. This is especially true for new gamers who will not necessarily get why the GM has chosen a 10 (if the GM even fully grasps why they chose a 10) and creates a greater possibility for childish arguments of "not fair" or the roll is too difficult or too high.
The rift in the world of RPG is the evolution of those who have been gaming for 20+ years and the new blood of gamers getting into gaming. While I agree the type of gaming experience you prefer is fun and valid, I will also assert it fails to recognize what is important about system.
Systems ultimate base function is a way to provide players and GM's not only a common ground of communication, it also gives them a basis of language to access all different aspects of a gaming experience. Great game design must appease all forms of gamers, allowing each group to easily subtract or add what they like or don't like about their own unique style and play experience. Furthermore, the purpose of system helps those who may not be as creative or quick to identify character and certain elements of their character by creating for them a list of parameters of what they can and cannot do. This can restrain the over-enthusiastic gamer who comes out with such outlandish ideas the GM spends a great deal of time roping them in, or sluggish/lethargic players who don't want to have to entertain the creative power of "doing it on their own." Furthermore, the systems interface creates a basic framework in which to resolve actions, tasks, and decisions that description cannot give. Yes, these decisions can be made arbitrarily, but mechanics help avoid many debates on the parts of the GM or player. It also tells a player how to gauge how the GM will judge their decisions and what they can do to make the story flex in the way the player has envisioned the story in their own minds. Without these tools, the GM can, at their own whims, craft a story to their exact liking where players are left at their mercy to have a specific course spoon fed to them. In this capacity, players activate only to serve the GM's story, to entertain him, and may not have their needs met based on the decisions he makes. The system becomes a method of player "control." You are lucky your experience with this type of play was fair and equal. Many times I have seen it not be. GM's are not always the most altruistic of entities and they can be serious pains to many players. A published system then creates a way to temper their power/control while asserting player authority.
Of course, you can quickly point out, system heavy games open themselves up to just as much GM authority as any other experience. That is true, but when a GM turns on a player it becomes obvious, just like a foul in any sport is clearly a foul.
Great game design should be organic and reinforce play in many different scenarios. We need systems that are flexible enough they can be adapted to everyone's play style. Big box games (such and DND, WFRP, Storyteller, GURPS, Savage Worlds), all attempt to do so and that is why they are industry leaders. They appeal to the largest possible audience allowing each play-group/style to find a way to access their genre/world.
And ultimately, any game that uses some form of interface to resolve disputes are exactly the same, regardless of the numbers that may or may not exist to resolve dispute. Saying I am a mechanic so I have a 15 to fix cars versus, I am a mechanic so I have a 15 to repair is ultimately no different. A GM has just as much power in any game to adjust the difficulty of the Mechanics car fix at any point they wish. So if they try to repair an air conditioner, they may now only have a 10 in either case. One just skips front loaded number crunching, for later on number crunching. They are the exact same thing, the only difference being the illusion that one creates "freedom" even though the same limitations are in place.
I agree RPG's as a whole could use some development in the standard, outdated skill mechanics they all still use, but I am not in the publication game so it sticks with me in the world of home-brews.
I have a lot to say about how this relates to my perception of Warhammer, but have run out of time to finish this up. Hopefully, I can get back to it soon.
For now,
Happy Gaming,
Commoner