| author | fabien |
| Wed, 30 Aug 2006 21:32:44 -0400 | |
| branch | ecjdr |
| changeset 92 | bdef1afd1170 |
| parent 68 | be57f0035c67 |
| permissions | -rw-r--r-- |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The Forge </> The Internet Home for Independent Role-Playing Games |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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About the Forge </about/> | Support The Forge </donate.php> | Articles |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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</articles/> | Reviews </reviews/> | Resource Library </resources/> | |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Forums </> |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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System Does Matter |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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by Ron Edwards <sorcerer@sorcerer-rpg.com |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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<mailto:sorcerer@sorcerer-rpg.com>> |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Copyright Adept Press |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I have heard a certain notion about role-playing games repeated for |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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almost 20 years. Here it is: "It doesn't really matter what system is |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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used. A game is only as good as the people who play it, and any system |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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can work given the right GM and players." My point? I flatly, entirely |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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disagree. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"Whoa," you might say, "my GM Herbie can run anything. The game can |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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suck, but he can toss out what he doesn't like and then it rocks." OK, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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fine. Herbie is talented. However, imagine how good he'd be if he didn't |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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have to spend all that time culling the mechanics. (Recall here I'm |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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talking about system, not source or story content material.) I'm |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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suggesting a system is better insofar as, among other things, it doesn't |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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waste Herbie's time. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"Oh, okay," one might then say. "But it's still just a matter of opinion |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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what games are good. No one can say for sure which RPG is better than |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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another, that's just a matter of taste." Again, I flatly, entirely |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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disagree. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Some definitions would be good. First, I'm talking about traditional |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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roleplaying games, in which the GM is a human, and the players are |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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physically present with one another during play. Second, by "system" I |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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mean a method to resolve what happens during play. It has to "work" in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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two ways: in terms of real people playing the game and of the characters |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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experiencing fictional events. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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System Design: Part One |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(The following is based on the ideas presented at |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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http://www.darkshire.net/~jhkim/rpg/theory/threefold/, but I'm expanding |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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their application pretty widely.) Three player aims or outlooks have |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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been suggested, in that a given player approaches a role-playing |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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situation pretty much from one of them, with some, but not much, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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crossover possible. |
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* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Gamist. This player is satisfied if the system includes a contest |
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which he or she has a chance to win. Usually this means the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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character vs. NPC opponents, but Gamists also include the System |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Breaker and the dominator-type roleplayer. RPGs well suited to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Gamists include Rifts and Shadowrun. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Narrativist. This player is satisfied if a roleplaying session |
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results in a good story. RPGs for Narrativists include Over the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Edge, Prince Valiant, The Whispering Vault, and Everway. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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* |
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Simulationist. This player is satisfied if the system "creates" a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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little pocket universe without fudging. Simulationists include the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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well-known subtype of the Realist. Good games for Simulationists |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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include GURPS and Pendragon. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Here I suggest that RPG system design cannot meet all three outlooks at |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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once. For example, how long does it take to resolve a game action in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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real time? The simulationist accepts delay as long as it enhances |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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accuracy; the narrativist hates delay; the gamist only accepts delay or |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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complex methods if they can be exploited. Or, what constitutes success? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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The narrativist demands a resolution be dramatic, but the gamist wants |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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to know who came out better off than the next guy. Or, how should |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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player-character effectiveness be "balanced"? The narrativist doesn't |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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care, the simulationist wants it to reflect the game-world's social |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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system, and the gamist simply demands a fair playing field. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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One of the biggest problems I observe in RPG systems is that they often |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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try to satisfy all three outlooks at once. The result, sadly, is a |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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guarantee that almost any player will be irritated by some aspect of the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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system during play. GMs' time is then devoted, as in the Herbie example, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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to throwing out the aspects that don't accord for a particular group. A |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"good" GM becomes defined as someone who can do this well - but why not |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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eliminate this laborious step and permit a (for example) Gamist GM to |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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use a Gamist game, getting straight to the point? I suggest that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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building the system specifically to accord with one of these outlooks is |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the first priority of RPG design. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Note, therefore, that I might praise a given system because it matches |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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beautifully with one of these outlooks - even if I don't share that |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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outlook and might hate playing that game. This is an important point, |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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because I now have some criteria to judge, instead of just yapping about |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"what I like.") |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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System Design: Part Two |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Now that a system has an outlook or aim to use as a yardstick, it's time |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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to dissect that resolution method in some detail. Here I follow Jonathan |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Tweet's suggestion (found in the rulebook of the excellent RPG Everway) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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that there are three modes of resolution in role-playing. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
108 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
109 |
Fortune, meaning a range of results is possible for each instance |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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110 |
(I rolled a 10 on 3 dice, under my skill of 12; I hit!). Most RPG |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
111 |
systems are primarily Fortune-based for historical reasons; |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
112 |
methods include dice, cards, and all sorts of other things. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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113 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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114 |
* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
115 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
116 |
Karma, which compares two fixed values (I have a 7 in fencing, you |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
117 |
have a 4, I win). Amber is one of the few mainly-Karma games. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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118 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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119 |
* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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120 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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121 |
Drama, in which the GM (or rarely, the player) resolves the |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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122 |
outcome by saying what happens ("You skewer him!" says the GM,
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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123 |
without rolling or consulting numbers of any kind). |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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124 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
125 |
A given system may certainly mix and match these methods, and in fact |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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126 |
Everway actually permits the GM to concoct his or her own smooth blend. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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127 |
Amber, for example, modifies its Karma system with Drama; Extreme |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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128 |
Vengeance modifies its Drama method with Fortune; and Sorcerer modifies |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
129 |
its Fortune method with Drama. Some systems use different methods for |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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130 |
different sets of activities; e.g. AD&D uses Karma for magic and Fortune |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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131 |
for combat. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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132 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
133 |
Let's consider Fortune methods as the example because that's what most |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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134 |
of us are used to. So the question becomes, given that a system is |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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135 |
(e.g.) mostly Fortune-based, how well does it actually work during play? |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
136 |
I suggest two things to check carefully (these terms are stolen from |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
137 |
ecology, of all things). |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
138 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
139 |
* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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140 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
141 |
Search time, meaning, how long does it take to know what you got? |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
142 |
This includes knowing how many dice to roll, calculating |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
143 |
modifiers, counting up the result, and so on. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
144 |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
145 |
* |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
146 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
147 |
Handling time, meaning, so what happens? This includes comparing |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
148 |
the outcome to another roll or to a chart, moving on to the next |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
149 |
step if any, ticking off hit points, checking for stunning, and so |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
150 |
on. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
151 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
152 |
I certainly can't dictate how much is too little or too much - but I do |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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153 |
claim that if they are not appropriate for the player outlook of the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
154 |
game (Gamist, Narrativist, Simulationist), players will complain, |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
155 |
rightly, that the system "bogs down" (Narrativist), is "unfair" |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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156 |
(Gamist), or isn't "realistic" or "accurate" (Simulationist). A good |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
157 |
system's resolution should get the job done in appropriate amount of |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
158 |
real time. Which job, and how long is appropriate, depend on the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
159 |
outlook. A new RPG system has no excuse simply to rely on the old |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
160 |
paradigm of (1) roll initiative, (2) roll to hit, (3) roll defense, (4) |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
161 |
roll damage, (5) check for stunning, etc, etc. This is a leftover from |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
162 |
wargaming and is strictly Simulationist + Gamist. The RPG for you might |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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163 |
be very, very different. In Zero, for instance, the order of actions, |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
164 |
the success of each action, the degree of success for each action |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
165 |
(including damage), and every other aspect of resolution are determined |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
166 |
by ONE roll per player and ONE roll by the GM, in all cases, even in |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
167 |
large-group combat. This game's system is truly an eye-opener for those |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
168 |
used to the older methods. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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169 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
170 |
(Again: it so happens that I'm a hard-core Narrativist who enjoys |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
171 |
Karma-based systems most, with a little Fortune mixed in. But according |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
172 |
to the principles above, I can now judge a system according to its |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
173 |
priorities, rather than just going by "what I like.") |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
174 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
175 |
Another interesting question about resolution methods is, what is |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
176 |
actually being resolved in terms of numerical game mechanics? Consider |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
177 |
three things: the actual event ("do I hit?"), the energy it takes to do
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
178 |
it ("deduct 4 Endurance"), and the reward ("You did 18 damage, that's 18
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
179 |
EP's, mark'em down"). Food for thought: maybe an RPG needs only one of |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
180 |
these, two at most, and can let the third just vanish - and it doesn't |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
181 |
matter which. I'm still thinking about this issue, though; at the moment |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
182 |
it's just a notion, not a conclusion. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
183 |
|
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
184 |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
185 |
In Conclusion |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
186 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
187 |
To sum up, I suggest a good system is one which knows its outlook and |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
188 |
doesn't waste any mechanics on the other two outlooks. Its resolution |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
189 |
method(s) are appropriate for the outlook: they have search and handling |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
190 |
time that works for that outlook, in terms of both what the players have |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
191 |
to do and what happens to the characters. (One might even suggest that |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
192 |
the method be thematically suitable as well, as in marbles for Asylum |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
193 |
and playing cards for Castle Falkenstein; I like this idea too, but it's |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
194 |
not absolutely necessary.) |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
195 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
196 |
Perhaps the ongoing debate about "system-light" vs. "system-heavy" is a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
197 |
waste of time. A system is not automatically good if it is more or less |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
198 |
complex than another. The degree of acceptable complexity comes from the |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
199 |
game's outlook, and should be judged in that context only. A |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
200 |
Simulationist, Fortune-based game almost has to be complex, but a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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|
201 |
Narrativist, Karma-based game is most satisfying with a simpler system. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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202 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
203 |
Please consider comparing a few systems yourself before reacting too |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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204 |
strongly to this essay. I do respect your opinion, but it's fair to |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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205 |
consider how many role-playing games you have actually, truly played. |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
206 |
That is, real stories and sessions with characters the players created |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
207 |
and cared about, not demos at a tournament or running a quick combat. I |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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208 |
suspect that those of us who've played more than five or ten RPGs in a |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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|
209 |
committed fashion will agree that "system doesn't matter" is a myth. |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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210 |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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211 |
------------------------------------------------------------------------ |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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212 |
|
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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213 |
Last updated 28-Jan-2004 15:28:37 CDT |
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[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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214 |
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be57f0035c67
[svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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215 |
/The Forge/ created and administrated by Clinton R. Nixon |
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<mailto:webmaster@indie-rpgs.com> and Ron Edwards |
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<mailto:sorcerer@sorcerer-rpg.com>. |
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All articles, reviews, and posts on this site are copyright their |
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designated author. |
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