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"StoryGame Design is (Often) The Opposite of OSR Design"

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Blogger Zak Sabbath said...

@pandatheist

Your first paragraph states the obvious and is unrelated to what I say in my post. not sure why you wrote it.

Your second plugs a game by a known harasser and troll and I'm not ok with people using my page to promote that shit so I erased it.

http://www.story-games.com/forums/discussion/15862/history-of-gaming-confessions-of-a-dungeon-master

Feel free to comment again later if you can avoid plugging abusers' games.

August 8, 2017 at 12:39 PM

Blogger Pandatheist said...

I wasn't plugging any game, nor was I aware of the contents of a forum discussion from 5 years ago on a site I've never been to.

Your last section was "Hodge Podge Systems Are Bad, Everything Should Work On The Same Mechanic" and I wanted to point out 3 narrative design style games that were in agreement with your assessment on the application of mechanical complexity.

Having read all 6 pages of the forum thread and seeing neither John Iles nor Paul Riddle, I would again mention that Undying and Legacy, neither of which I am recommending anyone play, are 2 examples of pbta games which are designed with campaigns in mind and have subsystems to match. I don't know whether these are outliers or not, but it suggests that the narrative game design space isn't quite so monolithic in its beliefs towards complexity.

August 8, 2017 at 1:50 PM

Blogger Zak Sabbath said...

I added a note about that.

Narrativism is kind of like big city real estate--The scene is so internally compromised and toxic that the chances of inadvertently promoting someone who is part of that toxcity is pretty massive.

If you're not sure, it's good to as around.

August 8, 2017 at 1:57 PM

Blogger Marquis said...

So your game, Demon City, is a horror game. That is it's genre. How do you reconcile the idea that "focused games" are get in the way of your playstyle with the creation of a "focused game?"

Asking because I'm pretty sure I misunderstood something and I figure asking about it is faster than pondering on it for hours.

August 8, 2017 at 5:33 PM

Blogger Zak Sabbath said...

D&D is about medieval fantasy, it has a genre.

That doesn't make it about Focused Design.

Now:

4e is about Focused Design because somebody at WOTC decided _the core experience of the game would be rules-mastery-focused combat_ and so made a system that was all about that and paid short shrift to anything else.

"Focused Design" isn't about having a genre, it's about deciding that the game shouldn't enable behavior outside the core experience *even if that behaivor could be in the setting*.

It's not about making a Wild West game, it's about deciding that the Wild West game needs to be about moral judgment and escalation.

Focused Design is about pushing PCs toward thematically-appropriate solutions.

August 8, 2017 at 5:41 PM

Blogger Marquis said...

Alright, I was confusing genre with game intent. Makes sense. Thanks!

August 8, 2017 at 7:43 PM

Blogger Konsumterra said...

wow now i kind of understand years of terms used on me and my games like simulationist. Still cant get why it is supposed to be bad. Implication that ad some level of undesirable realism or grittiness.

Marvel is a great game because it is simple, tactical and has some simple not heavy handed genre convention roleplaying rules like karma. Yet story and acting in character and tactical consequences important.

5th ed dnd seems to have attempts to make you roleplay but could have simplified all the background stuff for skills much simpler without trying to squeeze roleplaying out of players

August 8, 2017 at 8:28 PM

Blogger Unknown said...

Let me lay this out there: The thing about these 'Narrative' games is that they generally produce a very predictable experience. If you sign up to play Fiasco, you've got a pretty good idea what you're going to end up with at the end of it all. It doesn't even vary all that much depending on who the players are.

With 'OSR' games, you're signing up for an unpredictable experience. You don't know what you're getting into or what you'll end up with. The other players matter a lot. Maybe you roll well and you can turn your body two-dimensional at first level.
Maybe you get stung by a Giant Bee and die.

Now, I don't know whether this is a cause or an effect or what. Possibly it doesn't matter at this point.

I do feel compelled to point out at least one game that might look all Narrative on the outside but is, I think, entirely OSR on the inside: kill puppies for satan.

August 8, 2017 at 9:19 PM

Blogger Zak Sabbath said...

"Simulationism" isn't really a real thing.

Not many game designers went around going "Let's add crunch to make things more immersive"

But the people who propounded early RPG theory didn't understand the role detail played in creating tactical infinity, so they made the mistake I describe above.

The result is that they kind of swept EVERY gam ethey didn't like (Vampire, Champions, DC Heroes, late-TSR D&D) into the "simulationist" bag and wrote this off as some bizarre attempt to pretend to be in the word created via math.

And gamers who went "Well, sure, I guess I'm . a"simulationist"" when really their goals were mostly challenge-related didn't help, --especially as 4e emerged which was all about non-OSR, system-mastery-based challenge and didn't have very many rules to produce tactical infinity.

People who were being called "simulationist" didn't like 4e said "Oh it breaks my immersion", and the Forgies would go "well of course not, you're a simulationist and 4e is gamist!" when really the problem was how system-mastery-based the "gamism" of 4e was.

August 8, 2017 at 9:58 PM

Blogger Zak Sabbath said...

What you describe is definitely an effect of design--

many Narrativists developed their game because they hated, on one hand the swinginess and GM-dependent quality of old games but also the restrictedness of pre-written modules.

They had terrible GMs or were terrible players--they blamed the games and made new ones where it was hard to not have the intrigue game be about intrigue.

Meanwhile people who didn't have this problem embraced the unpredictability.

The irony is most Focused Games are so niche the only people who want to play them are people who are into the same game-goals, so even though they are designed to be personnel-independent, in practice you can only play them with fairly homogenous groups.

August 8, 2017 at 10:08 PM

Blogger Fanfan said...

Interesting post.

I think both sides could 'balance' out a bit form each other.

What is quite effective is for 'challenge' style adventures to have a world or story that reveals it self as you go along.

Similar to the orininal Half-Life game, which was a lot of aciton but had a 'big idea' through out the whole game.

Also telling a story through action can be just as effective- so the PC's go Goblin hunting and fight some Goblins, but then a ghoul army comes and fights everyone, and offers a different combat experience.

For more 'Story' Games, I think its really important to have SOME action to add some non rpg challenge - the typical action movie has 40% of screen time as action, and character based action movies have 20%.

You need SOME action to break up all the story!

August 9, 2017 at 11:55 AM

Blogger Zak Sabbath said...

I don't think you get it.

Challenge games don't lack for world or Sstory and many storygames have action.

The difference isn't that--it's how they use rules.

August 9, 2017 at 12:16 PM

Blogger FM Geist said...

Wow, enjoyed the hell out of this; I think perhaps an illustration would help (at least with my thought processes). So to make up an example:

Challenge games ultimately utilize a set of rules onto which a set of additional constraints may be imposed (ex no gunpowder weapons in many rulesets, or only in appropriate settings or w/e) and the limitation is what can be projected on them (which since they lack narrative kludges to rules can be quite wide; I'm thinking for example QeLong v R&PL v Blood in the Chocolate all of which are the same rulebase for very different outcomes although you can connect them in a variety of ways) while narrativist rulesets constrain the utility of rules to emulating genre conventions (ex all 3 of those examples would perhaps have their own ruleset which would also implicitly promote particular solutions). Which tbh I agree with, I'm making sure that my gloss is correct?

Also you wanted to read more of my thoughts, I wrote something vaguely relevant so shameless self plug:
http://zigguratofunknowing.blogspot.com/2017/08/rpgs-are-brick-test.html?m=1

Which is rough as hell (even after edits) cause my writing is rusty in all honesty

August 9, 2017 at 2:47 PM

Blogger Pedro said...

The thing is: Where do you get most of your fun from? Challenges, the structure of an emergent story, socializing, etc. If you are very challenge focused you don't need a focused game because broad games make better challenges. On the other hand, if you are narrative focused you need a focused game because thematic stories need structure, theme and scenes.

August 9, 2017 at 4:59 PM

Blogger Zak Sabbath said...

Yeah that's what the post you just read says, Pedro.

August 9, 2017 at 5:21 PM

Blogger Unknown said...

I suspect the folks you refer to as "early" design theorists are actually no such thing. There were those of us discussing such things long before the Forge spewed its toxic fumes all over the internet.

And the simulationism spoken of in the RGFA Threefold--which predated the Forge GNS nonsense by years--spoke of decision-making interests in play, not about game design.

And as one of the proponents of gamism in the Threefold, don't get me started on how horrible Edwards' take on it from the Forge is!

August 9, 2017 at 6:36 PM

Blogger Zak Sabbath said...

The pre-forge 3fold model (gamism/simulationism/dramatsm) was bad and is objectively wrong, just like gns.

Both as a theory of "decision making interests" and of anything else.

August 9, 2017 at 6:38 PM

Anonymous Anonymous said...

I think that in OSR games, there are factors at play other than challenge. Sometimes the GM must make choices that are outside of evaluating PCs tactics and simulating the game world.

Your GM decides that Mending can be used for killing giant snakes. Jeff Rients decides that a vorpal sword shattering on a critical against a clay golem is only appropriate.

I often find many different choices to be appropriate. If a player wants to gather a mob against a local vampire, and I don't have at hand rules for mob gathering, I decide how likely the plan is to succeed.

I wonder what you - and other OSR veterans - do if you see many choices like that. One solution would be to have detailed rules for everything, but that sucks. Another would be to use Jeff Rients' d6 table for outcome of any player plan - but then, any two tactics that aren't absurd become equally effective, so maybe this removes a part of the challenge.

Another solution would be to choose on the basis of genre, story, or player agency, but this feels very story-gamey or mainstream.

August 9, 2017 at 6:49 PM

Blogger Zak Sabbath said...

As the post says

"
Most gamers are motivated by lots of things,
"

This post is just about 2 of the many things that motivate gamers--and design decisions.

August 9, 2017 at 6:54 PM

Blogger Unknown said...

I think by this definition "give the players interesting in-world problems that they need to use their brains to solve, where solving them has interesting consequences" 3.5/pathfinder are OSR, which is strange.

Perhaps you'd point at 'in-world' as the saviour clause there, saying that the challenge in those games is too much 'sit down with 18 splatbooks and devise a plan to kill god'. The level of complexity in combat at the table, even for minmaxed characters would probably still justify their inclusion under the umbrella, even though by default what everyone mostly means by OSR is 'not what 3.5/pf/4/(5e for some people) is doing'

August 10, 2017 at 12:09 AM

Blogger Zak Sabbath said...

Depending on who is running it and what level you're at, 3.5 and Path can be more about system-mastery based challenge or more about osr-style player skill challenge.

I address in the post how OSR is about the second kind

System-mastery based challenge is a big part of

Torchbearer
3.5
4e
Path
Burning Wheel
and many other games

The world is not divided into 2 camps--its just the particular spat I describe in the post is about that.

August 10, 2017 at 12:13 AM

Blogger Unknown said...

self reply for a 2nd point I thought of:

Is OSR about rule structures, or is it about reading, playing, learning from and writing your own OSR adventures/content? If I go to a random forum right now, and say that I've never done OSR stuff before, never played any dnd before, how am I more likely to be recommended to start? Where will I learn the most about what OSR style games actually are, so that I'll be able to start running them myself?

I dont think the two lists; the recommendations people would give, and the things which would actually be helpful, would match up at all well, because I think the mistake you're making here is general, translated across most other online communities. I totally disagree that OSR lives mainly in the rulebook, in how the game sets you up to play, and I think that most online communities (this article included) tend not to look at that.

August 10, 2017 at 12:27 AM

Blogger Zak Sabbath said...

I don't know what you're talking about in the following cases:

"the two lists"

What is that?

" think the mistake you're making here is general, translated across most other online communities."

What mistake? I didn't make a mistake.

"I totally disagree that OSR lives mainly in the rulebook"

Who said that? What post are you even reading?

August 10, 2017 at 12:32 AM

Blogger Unknown said...

I was trying to make a general point, and trying to do it in a more clever a way than I'm capable of making clear. Please disregard previous post.

I totally disagree with your statement on how OSR games deal with the "The Game Should Teach You The Best Ways To Play Them" thing.

The way people learn football is by watching other people play it, ocassionally getting rules clarification, and playing it themselves. This is the same as they way that people learn to play dnd.

OSR games are exactly like this. The rulebooks don't do heavy lifting on teaching you how to play OSR; most people learnt by playing in OSR games, enjoying them, running their own and spreading it. That's category 1; natural spread. This isn't what I'm talking about, because you are 100% right regarding this category. There is no need for additional resources to teach this lot to play.

Category 2 is the important one, becuase it's the one that the "The Game Should Teach You The Best Ways To Play Them" thing focuses on. This is people who haven't ever played an OSR game before. They might not ever have played dnd before, but they end up playing or running games which are OSR all the way through. Category 2 is No play exposure, plays OSR anyway.

So my point in badly-worded comment #1 was meant to be "If I'm Category 2, aren't I going to learn more about how to play an OSR game from reading Tower of the Stargazer than the LotFP rulebook?" I don't think there's a higher than average chance that the first adventure anyone runs after just reading LotFP rulebook of being 'challenge focused'; it's just as likely to be 'railroad focused', as they try to design for everything the players might do, and leave only one option in most cases. If you read 'stargazer' first, the first adventure you run is incredibly likely to be OSR.

People in Category 2 get taught challenge based gaming, but not by OSR-style games/rulebooks. Narrativist games are actually designed relatively well around category 2, assuming 'everyone plays a game that works the same, acheives some things they want, and consistently produces a coherent narrative' is your goal.

I don't think there is any single place I can point to and say 'well OSR games have solved this problem and the solution is this thing HERE' for category 2, in the way that you have in this article for category 1, and in which narrativist games do to both categories.

August 10, 2017 at 1:39 AM

Blogger Zak Sabbath said...

I really don't know what you're talking about.

A few things I should clarify so maybe your next comment can make more sense to me:

"A game text" explaining how to play a game is different than "the rules" telling you how to play a game.

The rules of Apoc World _literally consist of game advice written as rules_ . The AD&D DMG is advice written as advice.

-----------------------

The way games

teach

GMs

to

write

adventures

is not addressed int he post.

-----------

The way games

teach

players

to be

creative

in solving problems

is addressed in the post somewhat.

How do OSR games traditionally do this? By killing players who aren't creative in problem solving.

-------

The fact players learn by example how to simply play period is undeniable.



---------


The point of this post is to point out bad game advice and say why it's bad.

The bad game advice addressed in this section is that players should be _told by the rules_ how best to use their PC.

this is obviously not a good idea in a challenge-centric game, it's like revealing the answer to a mystery.

August 10, 2017 at 1:50 AM

Blogger Gauntlet said...

On the rules thing and D&D has combat tules but not because you do combat all the time. I would say that yes genrally you can ignore or use other systems but if the rules focus on a thing 90% of the games you play will be on those rules.

Anecdotally this is the case with d&d where most games I will play the focus will be on combat because most of the rules are about combat(also XP is based on killing monsters) so I would argue that the rules should be more general in a lot of things because most people will do what's in the book.

August 11, 2017 at 4:05 AM

Blogger Zak Sabbath said...

There are 11 paragraphs above in the thing you read about why that isn't true.

Like: Call of Cthulhu isn't mostly the stuff in the book for most groups so correlation is not causation.

People may fight a lot in D&D because it's fucking fun, regardless of rules weight--besides, most of the rules in D&D are actually spell descriptions, not combat

August 11, 2017 at 4:55 AM

Blogger Gauntlet said...

Again anecdotally but when I GMed D&D I remember wanting to do the OSR anything goes type game but evertthing eventually devolved into me making balanced encounters and everything turning into combat stuff.

I've also seen other GMs struggling with this. Its almost as if the rules of the game are slowly taking over our ability to play any other way which is why I think its genrally true...

August 11, 2017 at 8:52 AM

Comment deleted

This comment has been removed by the author.

August 11, 2017 at 9:01 AM

Blogger Zak Sabbath said...

The OSR thing to do would be to change the rules.

August 11, 2017 at 11:32 AM

Blogger Unknown said...

I like the post. It was very interesting.

I used to play a lot of freeform games (we mostly used character creation rules, then abstracted everything else down to a simple 1d10 roll).

A lot of it was about challenges towards the player. Negotiate, bluff, figure out the leads, combat was run less like an intellectual challenge and more an action sequence.

It was a lot of fun.

There's been a lot of times in discussions about rpg theory I felt player skill should be taken into consideration more.

I think with rules, they are excellent at modelling things characters do, but players don't do.

Because rules are an abstraction. Example: Combat. There's no, (least none that I know of) system that acurrately models a swordfight. Very few even tries, because that's not what combat rules are therefore. And since none of the players are trying to conduct actual combat at the table, there's no problem with it.

Compare to say having a conversation, which is something a lot of people have tried making rules for. Because that's something players do as well, the more rules you put in, the more you get in the way of what you are trying to do.

Making rules for something the players do, as well as their characters is always more difficult than something just the characters do. Not impossible, but more difficult.

Also: Storytelling. Or acting. Or tactical thinking.

I think that's the main thing that makes me sceptical against narrative games. Though I have to admit to having very little experience with them.

August 11, 2017 at 1:47 PM

Blogger Zak Sabbath said...

Well here's the thing:

Most storytelling games appear to be written by people who dont' grasp what you managed to lay out in paragraphs 6-8 so you'd be playing games written by people who aren't as smart as you.

August 11, 2017 at 1:52 PM

Blogger Unknown said...

Yeah I feel like I should add I hadn't thought about what I and my friends were doing as being challenge based before. That was a very interesting perspective.

August 11, 2017 at 1:53 PM

Blogger Tommi said...

krokodylzoczami,

"I often find many different choices to be appropriate. If a player wants to gather a mob against a local vampire, and I don't have at hand rules for mob gathering, I decide how likely the plan is to succeed."

Ask for more details: How do they do it? This is a good idea in case of complex actions.

After that, you estimate the probability as well as you can, tell what you come up with to the players, and ask if they think the probability is unrealistic. If they object, discuss and adjust the probability until you agree or the discussion stalls, in which case make a decision now informed by the discussion and your own estimate.

If you have no idea, go with 50 % chance if it could go either way, 1/6 or 5/6 if it is quite likely or quite unlikely.

Adjust with relevant mechanical details of the characters. All of the following give roughly 50 % chance of success for someone with average charisma, for example: roll under charisma, or d20 + charisma with target number 20, or d20 plus charisma modifier with target number 10.

August 12, 2017 at 7:54 AM

Blogger AuraTwilight said...

I finally have words to explain something I've been struggling to tell people who recommend me FATE and other games for years. Thank you so much.

August 13, 2017 at 4:36 AM

Blogger Johann said...

When you start rounding up the narrativists' major points, you paraphrase Ron Edwards, then use lots of quotation marks, then quote and link Luke Crane. This gives the impression that all those quotes in between are from Ron Edwards or from Edwards and other Forgites.

If this is the case, I think providing actual quotes (and links for context) would be a good idea.

If this is not the case, isn't there the risk that you are refuting your own interpretation of what you think the narrativists are saying?

In any case, it's a very interesting post with lots of keen observations on challenge-based gaming.

August 14, 2017 at 3:28 AM

Blogger Zak Sabbath said...

1. I do paraphrase Ron Edwards

2. I do use quotation marks, but do not attribute the quotes to specific people, so anyone who thinks they are meant as specific quotes from specific people is not reading carefully and so is not intelligent enough to care about in this context.

3. I do quote and link Luke Crane

4. "If this is the case..." but it's not the case so it doesn't matter. No intelligent person would think I meant to attribute all these quotes to one specific person said all

5. "If this is not the case, isn't there the risk that you are refuting your own interpretation of what you think the narrativists are saying?"

No.

That doesn't even make sense.

You can't "refute" an argument by wholly accurately making the opposite argument. I think you must mean something different than what you said.

----

To head off what you might be trying to say--the things in quotes are such hacky familar online blather that not even the many Narr gamers who stepped up to complain about this post made the argument that "no NArr gamer ever said these things".

So if nobody's even claiming these are straw arguments, there's no point in sourcing them (and even if you did, someone bent on claiming they were straw arguments would simply argue they were non-representative).

August 14, 2017 at 4:08 AM

Blogger Zak Sabbath said...

(and, of course, even if they are non-representative, they're still not true. The post doesn't claim they are representative.)

August 14, 2017 at 4:10 AM

Blogger anonimous, emperador en el exilio said...

"Most storytelling games appear to be written by people who don't grasp what you managed to lay out in paragraphs 6-8 so you'd be playing games written by people who aren't as smart as you."

Besides what I've read in this blog, I don't know anything about storygames. Maybe storytelling games are written by autists? Cause I'm into the Autistic Spectre and can't handle a conversation on my own, in spite of scoring an IQ of 142. I totally could use rules for personality, emotions, conversation and romance both ingame and outgame.

I can't handle OSR style of play as defined by Goblin Punch because I'm unable to improvise on the spot or thinking outside the box. But if mainstream gaming relies on pre-written plots, then mainstream gaming can go and fuck itself.

"since none of the players are trying to conduct actual combat at the table, there's no problem with it."

Sometimes I've wished there were rules about punching the GM in the face.

August 18, 2017 at 2:25 AM

Comment deleted

This comment has been removed by the author.

August 18, 2017 at 2:27 AM

Blogger anonimous, emperador en el exilio said...

Simulationism is not a thing?!? I wonder: what do you think about, for example, "Rolemaster"?

August 18, 2017 at 2:28 AM

Blogger Zak Sabbath said...

I think there are several pieces of circumstantial evidence tying spectrum behaviors to some behaviors and design features especially characteristic of storygamers.

But i am no expert and there are alternate explanations I may be missing.

August 18, 2017 at 4:39 AM

Blogger Zak Sabbath said...

Rolemaster fits what I say above:

"
If you're a Narrativist, you may not get why I wrote down exactly how many liters of olive oil are on the goblin flagship--you may think it's because I want the goblin boat to feel real.

Not so much--many novels and stories feel as real as fiction can without such details--these kinds of rules are there because I know my players will try to weaponize them, or bribe warlords with them, or sell them for treasure maps--or otherwise take advantage of anything in their environment to build solutions to problems. A lot of rules that simulate are not there just for the joy of simulating, they are there because they give you more bubble gum and baling wire to Macgyver with.
"

August 18, 2017 at 4:42 AM

Blogger AndreasDavour said...

That was a very good and insightful post. Thanks!

August 18, 2017 at 5:50 AM

Blogger Verdancy said...

This is really good on the differences between the two design styles but I think you are off on the psychology of their fans, there's an elephant in the room here: boardgames.

At least in my experience, everyone who has tried to get me to play Monsterhearts or Apocalypse World has been a big euro-boardgames fan, and I think they see those games and RPGs in general as being a text based variant of those (often literally, as they can be played by email when you can't meet up to play Diplomacy).

So they aren't assuming that players are assholes who will ruin the game for everyone by playing ultra-competitively, they are assuming they are good sports who will try and make the game fun/challenging for other players and not take things personally. They don't like non-rules based requirements because it complicates this.

And they want games to be accessible, predictable and narrow because they want to play a whole bunch of different games (half the fun is in learning the game after all) with different people (games are a great way to get to know people, right?).

And so on, if you think of storygames as being a specialized case of eurogames everything odd about them shifts into focus (including the confusion that anyone would prefer to play a different type of game, have you played Settlers of Catan, come round some time and we will play Settlers of Catan and you will understand why your game is no fun). Though it seems from your quotes that some of the OG designers were operating from a sillier impulse.

August 23, 2017 at 10:08 AM

Blogger Zak Sabbath said...

I think you're half right

Storygames _are_ part of a conservative shift from the innovation and open-ness of RPGs back toward the constrained and less-creatively challenging nature of boardgames.

Lots of them still do assume that RPGs will be ruined by competition and taking things personally, it's very explicit. Like Ben Lehman *author of many terrible and indie-popular narrative games) here:

https://plus.google.com/117301572585814320386/posts/Uy3K6mZqP1i

August 23, 2017 at 10:19 AM

Blogger anonimous, emperador en el exilio said...

What I don't get about "Rolemaster" has nothing to do with goblins trading olive oil. I don't get what's the point of having a separate damage table for every weapon... there are like, maybe one hundred or one thousand different weapons (I lost count), and every single of them takes a whole sheet. For game purposes, it seems a waste of good ink and paper. Don't you think that this is "simulationism"?

August 23, 2017 at 10:57 AM

Blogger Zak Sabbath said...

It doesn't matter how many pieces of paper are involved.

Unless the point of the exercise is to SIMULATE it is not simulationism.

The reason there's lots of different sheets for each weapon is to make choosing a different weapon interesting tactically, not to simulate.

Read through that a few times if it confuses you.

August 23, 2017 at 11:34 AM

Blogger anonimous, emperador en el exilio said...

"Read through that a few times if it confuses you."

The more I read it, the more confused I feel.

"The reason there's lots of different sheets for each weapon is to make choosing a different weapon interesting tactically."

But this doesn't work. Don't you know?

Rolemaster is a no-brainer. I played it once: every player choose the weapon which his PC was more skilled at, and called it a day. Where are the tactics in this?

Moreover, the decision was so obvious that the Game Master -who was a wise guy, god bless him- didn't even bother to ask us.

Rock-scissors-paper, with only three weapons, manages to be tactically more deep than Rolemaster zillion of arms. I'll repeat it: for game, I mean, for TACTICAL purposes, it seems a waste of good ink and paper.

September 7, 2017 at 2:48 AM

Blogger Zak Sabbath said...

"
Rolemaster is a no-brainer. I played it once: every player choose the weapon which his PC was more skilled at, and called it a day. Where are the tactics in this? "

Matching the weapon to the specific foe and situation.

You don't use a lance at 3 feet away.

Please think harder before leaving comments.

September 7, 2017 at 2:55 AM

Blogger anonimous, emperador en el exilio said...

"Please think harder before leaving comments." I always do.

I was wondering if you knew something that I didn't. Now I'm sure. Asking directly is the best way, don't you think?

Whatever, thank you for your cooperation. :)

September 14, 2017 at 12:37 AM

Blogger Joaquin Ollo said...

Zak, that link you posted doesn't make you look very good. 3 pages into it and found no abusers' comments, only you putting so much passion and effort into derailing the most plausible interpretation of Holmes' narration and making an otherwise civilized discussion a muddy zone.

September 17, 2017 at 11:19 PM

Blogger Joaquin Ollo said...

Ok, every new comment of that linked thread makes you look more and more like a jerk. The only harasser and troll I see in that thread is you.

September 17, 2017 at 11:33 PM

Blogger Zak Sabbath said...

either you hold to 'innocent until proven guilty' or you are, objectively, a bad person.

so: defend your desire to not hold that standard or apologize.

also: you can't "troll" with an honest opinion stated honestly. so you are mistaken or lying

you must address these 2 points or be banned

September 17, 2017 at 11:57 PM

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