Re: Light weight vs. Complex RPG Systems Posted by: "JAPartridge" japartridge@... Wed Jun 28, 2006 6:31 pm (PST) ... so big ... Before heading to the...
I am tweaking my character description system...again, trying to find a middle path between a fast light flexible system with robust character detail, and I...
... That is not necessarily why people prefer fudge-light systems. ... Only in a system designed by a retard do you have to do any significant calculation...
... [...] Um, no, what he is actually asking us to chose between is whether we want to pay attention to the campaign world and the characters who live in it,...
... Crunch does not mean combat rules. Crunch means character creation *choices* (or character advancement *choices*, or character equipment *choices*) which...
... I prefer to play within a context that lets me concentrate on my character and the world he lives in, instead of having to worry about what mood the...
... [...] A RPG rules system is first and foremost an *engine*, and an engine, by definition, performs *work*. Therefore, you must ask yourself what work it is...
Rev. Raven Daegmorgan wrote: [...] ... As I have said many times before, all roleplaying takes place under the *exact* same amount of rules. The only...
... What about those of us who are not gamists, but still detest fudge-heavy systems? ... "Crunch" is not rules and options. See my post to "Ravenscrye Grey ...
... This is mostly a copy-paste from a posting I made to an internal Pyramid discussion group, almost 2 years ago. The subject was "Fun characters you never...
For the sake of simplicity, the AM RPG decrees that all player characters must have 3 psychological Flaws and 1 physical Weaknesses, with the following...
From: JAPartridge ... I can see how thematic tension can be represented in the form of a diminishing resource. Are there other approaches? I like the questions...
From: Peter Knutsen (list) ... Peter, The sad part of this is that, philosophically, I completely agree with you regarding goals of play, Peter. Playing to...
From: Peter Knutsen (list) ... Peter, The sad part of this is that, philosophically, I completely agree with you regarding goals of play, Peter. Playing to...
The idea of player knowledge and gamemaster knowledge is a red-herring. One of the big mistakes of modern gaming is the reliance on "figure out the clues" and...
... The ones labeled with (W) are too severe for it to be wise for players ... Consider adding night blindness. I know someone like this who has to carry a...
... Thanks for your reply. I keep meaning to have a look at FFRE--in particular to get a feel for the number and type of axes of differentiation it uses, but...
I tend to agree with the points you've made here, Raven. The question of whether one has to "guess" what mood the GM is in has more to do with the style of...
... Note that the text was written almost two years ago, a few months before I revealed the system's new name: Sagatafl. Some of the documents have not been...
... classification and design (as is any conflation of either with story-based or game-based play). Just design the system to do what it should do and don't...
... Of course, if we carry on with the physical definitions that you're using, "work" is the movement of a mass across a distance... and so all RPGs are...
... That's a good idea. Thanks. Now I only need 14 more Weaknesses, that are of comparable bothersomeness-maginitude to the existing ones. ... I've already got...
... true. I hate to agree with Daegmorgan, but I basically do. In part, anyway. To my mind, GM fiat isn't a function of the rules set - heavy or light - but ...
I think there may be a slight flaw to the concept that GM Fiat is necessarily bad. Some of the best RPGs I've every played happenned to have been heavy on the...