Spun off from the http://forums.dumpshock.com/index.php?showtopic=18477.
Please continue rules coverage discussion here. Thanks.
Quick rehash of the story so far:
| QUOTE (eidolon) | ||
As a slight aside, I would rather situations like
be up to me as GM, instead of having a rule to cover it. |
| QUOTE (mfb) |
| ...why? there are clear-cut, easy-to-understand--and therefore easy to codify into game mechanics--reasons why a long gun is worse to use in a close fight than a more compact weapon. why would you want to make more work for yourself when the rules are more than capable of handling it? and if you prefer to do that work yourself, why use the rules at all? |
| QUOTE (eidolon) | ||
| I see it differently is all. For one, I don't "not want any rules", I just don't need a rule for every little nit-picky situation. If I did I'd play d20. Rules bloat is enough of a pain in the ass already. Shadowrun, or any role playing game, does not need to be played 100% the same at every table in the world. WotC might have managed to convince a lot of people otherwise, but that doesn't make their end product any less bland and boring. You can't fix everything with codified rules. When you try, your game becomes unplayable, or those rules are ignored, making them pointless in the first place. For two, if players or a group don't know or don't care that using a meter long rifle for room clearing doesn't really work all that well, and might just be a bad idea, but they're having fun anyway, then who gives a damn? You or me, because we know better? We're not in that game with that group. What we know or think doesn't make a bit of difference. And since we know better, we are free to apply a penalty, or to otherwise hamper a character (and thus a player) that attempts to do so in our games. Codified rules for gun length penalties while engaging in close combat might sound great to a rules junkie, but to a casual player, or just someone that wants a game that they don't have to take student loans out to learn, it's just some random piece of nonsensical bullshit that they have to take into account. It's abstract. It always has been. But you're free to pull a Raygun if it's abstract, and make the game fun for yourself. That's fantastic. But I know that if I had to use every "realistic" set of rules that I have seen for Shadowrun over the years, I'd have stopped playing a long damn time ago. Just about everyone I have ever gamed with would say the same thing. edit: I just took another look at how you phrased this;
Again, not everyone even sees that there's "work" to be done there. And that's my point. |
| QUOTE (Cursedsoul) |
| I say screw firearms and make yourself a Troll with a Meta-man portable dwarf launching catapult. Seriously though, I definitely agree with the sentiment that house rules are the way to go if you want "realistic" combat because that way no space is wasted in the book and more people will come to Dumpshock and sample our fine gourmet cuisine of threads such as these in order to guide them in hashing out their own spin on the subject. Also, I'm tellin' ya this dwarfapult is the way to go. You can even dikote'em (assuming they ever bring it back...and they probably won't...with good reason |
| QUOTE (kzt) |
| What I mostly find annoying isn't that the rules are not detailed enough, it's that the rules show that the people writing the rules just don't have a clue. It's like writing vehicle rules that have semis accelerating faster then sports cars and pickup trucks carrying more than a semi, while delivery vans are have better off-road characteristics than dune buggies, as well as continually using the word "torque" to mean "speed". The exact same amount of space in rules and the tables could have been used and we could get a much more sane set of rules that don't add to complexity. And didn't produce two or three superguns and a bunch of clunkers. |
| QUOTE (mfb) | ||
i agree. however, i think the best solution to that is to provide a scaling ruleset, one that's easy to take from simple to detailed. that way, the GM's job is easy--he just decides what level of detail to use, and the rules are there to support him. |
| QUOTE (imperialus) | ||||
So how exactly is this supposed to work? Is a DM supposed to spend weeks before a campaign going through the ruleset and cherry picking rules? How will the playtesters know that every single sit of rule combinations works well together. If you are using advanced firearm rules but simplified magic rules would this shaft mages? Honestly I'd see it turning into something verymuch like D&D with splatbooks where there are so many rules, 80% of which contradict each other you average DM is driven absolutely insane. Of course some DM's try to limit their campaigns to "simple" rules using say Corebooks only but then you see the WoTC boards swamped with people pissed at their DM's because they won't let them play their halfdragon/teifling/dragonborn, warlock/dikoted ally spirit/ninja. |
| QUOTE (mfb) |
| well, yes, if it's designed badly, it won't work. that's true of just about anything. |
| QUOTE (Critias) | ||
As opposed to just making up rules all by himself because the playtesters and developers couldn't be bothered to? I'd rather buy a rulebook and get more than I want than I'd like to pay for a rulebook and get less than I need. |
| QUOTE (Ddays) |
| Well, I have to say in defense of DnD, most problems arise not out of too many options but simply bad player dm interaction (isn't it always?). Players should not complain that they're not allowed to use their character concepts if DMs did not have the time to fully study the sourcebook which details the powers, weaknesses, and backgrounds pertaining to it. Likewise, DMs should take the time to learn the rules that players are using. It takes a bit of effort to get the rules down and start playing, and some things definitely aren't as fleshed out as it's supposed to be, but it shouldn't be a free lunch either. If it were, I would go back to narrating Doom games. |
| QUOTE (eidolon) | ||
| @mfb: Yes, I agree with you. A well designed scaling rule system could work. The pitfalls are as imperialus noted, combined with the fact that WotC has created a wave of new players that are a child of what I jokingly refer to as "player entitlement culture", where because there are 50,000 rules out there, and a player only has to know the fifty that apply to his character, a GM can't tool his game the way he wants it because everyone will just whine and quit. Thus, it's my opinion that anything not in the game should just be created by those that want it there. Understand that this is partly because I "grew up" on AD&D 2nd edition, where practically everything outside of THAC0 was a house rule. The rest of it comes from a few years of watching systems attempt everything from having three rules, to having badly designed and poorly explained or interpreted "scaling" rulesets, to throwing 1.6 million rules at players hoping that the GM will never have to think that way. The GM is there for many reasons, and one of the most important is not adjudicating the rules, but adjudicating the lack of rules. It's one of the hardest things, but one that no system or number of rules is ever going to "solve". I think that the more systems and designers try to solve this "problem", the worse a game gets. Eh, I could go on and on about this, but then I'd have to move the thread to General Gaming and bitch myself out.
No offense to you intended, but I consider this to be a load of crap. My first thought when I read such things is that the person in question has never GM'd a game before. I realize that's probably not true very often, but that's what jumps into my mind. The GM has to make up the world (outside what's provided, that is), the people in it, the story, the challenges, has to keep things on an even keel, and has to learn seventeen books' worth of rules just so a player can play a twinked out ball of cheese? I humbly disagree. |
| QUOTE (Critias @ Jul 31 2007, 01:20 AM) | ||
As opposed to just making up rules all by himself because the playtesters and developers couldn't be bothered to? I'd rather buy a rulebook and get more than I want than I'd like to pay for a rulebook and get less than I need. |
I don't think the biggest problem is lack of rules for everything, but more of rules not providing clear difference of choice.
In the real world, almost no choice, especially when it comes to the purchase of an item, is simple.
The general guidelines (cheap but crappy, good but expensive, cheap and good but only does 1 thing well, etc.) are the sorts of things that sculpt our choices. I think a good RPG ruleset does the same thing.
However, when game design fails at this, you end up with several of the ridiculous scenarios that I posted in the other thread. If the real-life drawbacks to certain items aren't represented in the rules, then it terribly skews the balance of the game, and shit like "Sniper Rifles in CQC", "pistols that perform better than ARs and have more ammo capacity", and "a player who's pickup truck can haul more weight than a Semi and accelerate faster than a Hayabusa" comes up.
To me, you don't need 17 rulebooks to fix crap like that. You just need a clear understanding of how to create "choice". Because you aren't REALLY giving players a choice when 1 item is better than all others for all situations.
| QUOTE (imperialus) | ||||
I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory. This is part of the reason why the only D20 system I actually like right now is Castles and Crusades. Very simple rules, no skills, no feats, no multi-classing ect. but it's very easy to tweak the system and make it your own. I guess it's just different takes on the same thing. You say lots of optional rules I shudder and think D&D with a stack of splatbooks up to my neck, when I say abstracton=teh winna! I'm probably just coming at it from a different perspective than you. |
I'll agree with you there. Unfortunatly as has been pointed out in the previous thread the shadowrun combat rules are quite low granularity, and changing a firearms stats by a point or two can make a big difference. Having accessories like intregal smartlinks, laser sights, gas vents ect. helps differentiate one gun from another but I will agree with you that sometimes it feels like something is missing. Unfortunatly I'm not sure how to fix it...
Repost from the http://www.sr3r.net/forum/:
| QUOTE (me) |
| Goal: to make Shadowrun less simple. I know, you're all wondering what the hell I'm smoking right now. Here's my explanation. One of the big problems Shadowrun has, aside from its abysmal organization, is that many things are heavily abstracted--abstracted in an inflexible manner, so that relatively common actions are not explicitly handled in the rules, and may not even be handled implicitly. This makes playing Shadowrun expensive. When I say "expensive", I don't mean money--I mean some combination of time, frustration, brainpower, and dissatisfaction. Looking up rules is expensive. Searching for rules that aren't easy to find is even more expensive. Figuring out the proper interpretation of a vague section of the rules is expensive. Making a ruling for something that's undefined or conflictingly defined in the rules? Now that's really expensive. (Another thing that's expensive is when things act in a way that's surprising to the player--this is part of why I despise SR4's glitch system. I'll explain this in more detail later.) I want to make playing Shadowrun as inexpensive as possible while maintaining its flexibility, level of control, and realism/verisimilitude (because surprising=expensive). Sometimes that's best done by reducing complexity. Sometimes it's best done by adding it, and I think the Shadowrun designers punted on a lot of places where that was the case. |
I agree with TheOneRonin when it comes to things that are simply inconsistent or poorly designed. That's not so much an issue of "too few or too many rules", but one of how well designed those rules are in the first place.
Things like that really shouldn't be up to the GM to fix, they just shouldn't make it into the rules in the first place.
| QUOTE (imperialus) |
| I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory. |
the GM needs to know the rulesets he's running. that does make it his prerogative to not include certain rulesets, even if the players feels they're entitled to them. whether or not WotC has spoiled players is irrelevant--the GM is ultimately in charge of his game, and it is his responsibility to either know the rulesets he's running, or accept the consequences when his players walk all over him because he doesn't know what modifiers to apply. ultimately, the GM and the players need to sit down and actually discuss what kind of game they're going to play. even within the same ruleset, there's a lot of room for clashing play styles; if the GM is constantly butting heads with his players on rules issues, its because they're not communicating. that's not something any amount of rulesets can fix.
the fact is, if you have a rules-lite ruleset that you want to kitbash into something more realistic, it's more work than just learning a new set of prewritten add-on rules. you feel bad for the GM who has to slog through another book of rules; i feel bad for the GM who looks at the existing rules and has to choose between straining his and his players' suspension of disbelief by using the rules unmodified, or doing weeks of extra work to bring them up to snuff. or, even more painfully, dropping the rules altogether and moving on to a different game, despite the fact that he and his players really, really like a lot of aspects of the existing game.
Agree completely on communication and rules choice.
Other horse dead on my end, discontinuing beating.
(I understand your position more, now, but simply due to the difference in what we expect we'll probably just never really agree on it.)
You're entitled to your opinion, even if it is objectively wrong ![]()
~J, arbiter of reality
Lolz.
I'd point out that there's a difference between rules bloat (to make a metaphor, a 3 gigabyte patch on a nearly unworkable 2 gigabyte operating system) and having a lot of rules which are well designed and internally consistient.
| QUOTE (Wounded Ronin) |
| I'd point out that there's a difference between rules bloat (to make a metaphor, a 3 gigabyte patch on a nearly unworkable 2 gigabyte operating system) and having a lot of rules which are well designed and internally consistient. |
| QUOTE (mfb) |
| the GM needs to know the rulesets he's running. that does make it his prerogative to not include certain rulesets, even if the players feels they're entitled to them. whether or not WotC has spoiled players is irrelevant--the GM is ultimately in charge of his game... the fact is, if you have a rules-lite ruleset that you want to kitbash into something more realistic, it's more work than just learning a new set of prewritten add-on rules... |
i stole it from your brain while you were asleep!
| QUOTE (Moon-Hawk) | ||
So wait, let me see if I can get my head around what you're saying here. You're saying that lots and lots of good rules....are actually better, than the same lots and lots of lousy rules? Is that right? Man, that's deep. I'm gonna have to...wow...I mean, I need to think about this. Like, seriously. |
It's not automatically or inherently "better", either.
Once you pit a good "insert style" system against a good "insert other style" system, it becomes strictly a matter of taste.
Well...more than it already was.
| QUOTE (imperialus) | ||||
I'd rather a simple system that's easy to houserule than one that tries to have rules for everything from walking down the street to string theory. This is part of the reason why the only D20 system I actually like right now is Castles and Crusades. Very simple rules, no skills, no feats, no multi-classing ect. but it's very easy to tweak the system and make it your own. I guess it's just different takes on the same thing. You say lots of optional rules I shudder and think D&D with a stack of splatbooks up to my neck, when I say abstracton=teh winna! I'm probably just coming at it from a different perspective than you. |
Although a large part of what it does seem to come down to is that Dumpshockers seem to prefer as much as possible fixed in the rules (even with options): so long as it is their "logical" version of the rules that is so fixed.
That's hardly unique to Dumpshockers, or even role players. Everyone from sports fans discussing a new seasons to political conversationalists discussing upcoming elections feels pretty much the same way. Everyone always thinks the stuff they like is common sense, should be official, is the best stuff, is the stuff everyone should like, etc, etc.
This just in: water is wet!
Careful with that definition of "everyone", Critias.
So how many people go around all day firmly believing their opinions and preferences are wrong and stupid?
Some of us choose not to live in an http://emptymirror.blogspot.com/2005/08/whereas-recognition-of-inherent.html.
You don't make sense to me an awful lot of the time. The nits you pick, the strange little tangents you grasp at, they peculiarities of thought and language you cling to, really just boggle me sometimes.
If someone has an idea for a game, they obviously like the idea. They obviously think the idea is a good one. They would not house rule that idea into being, if they thought otherwise, would they? They wouldn't make a suggestion on an internet forum if they thought ahead of time it was a bad suggestion, they wouldn't complain about it on line if they thought their complaint unjustified (and canon material honestly lacking something important), they wouldn't disagree with canon if they didn't think they knew something canon didn't, in some fashion.
I just don't see how this is news, or (again) something that only pertains to "Dumpshockers," or even only Shadowrun players, or even only role playing gamers. It's not unique to people on any single given forum -- anyone that gripes about the folks running in the next election must have some reason, real or perceived to be griping. Everyone that has their own "picks" for recruitment for their favorite team next season must, by virtue of having their own picks, feel there is some reason those picks are valid.
I don't see how using the word "everyone" is somehow incorrect, when I state "everyone that thinks they're right thinks they're right."
Everyone with an opinion must feel their opinion has merit, or why would they have that opinion in the first place?
And, again -- how many people do you know who genuinely walk around all day being wrong on purpose, clinging purposefully and knowingly to opinions they honestly believe to be incorrect? Don't just toss me someone's blog (even if it's your own). Tell me how many people you know that get up out of bed in the morning and then purposefully go through their day making wrong choices that they believe to be wrong, espousing opinions sincerely (not just as a devil's advocate) they believe to be incorrect opinions, and making changes to their life they honestly think will worsen their condition.
If folks didn't like their house rule, they wouldn't house rule it. If folks liked the canon rule the best, they'd leave the canon rule alone. If folks thought any game book was, as published, flawless and the Holy Grail of gaming, they wouldn't fuck with it. I don't see, logically, what there even is in these statements for someone to go out of their way to disagree with.
| QUOTE (Talia Invierno) |
| Some of us choose not to live in an either-or world. |
| QUOTE (Critias) |
| They would not house rule that idea into being, if they thought otherwise, would they? |
You talk like a therapist. Are you about to ask me how I feel about my parents?
Since you bring it up, did you want me to?
| QUOTE (Critias @ Aug 2 2007, 03:03 AM) |
| If someone has an idea for a game, they obviously like the idea. |
| QUOTE (Talia Invierno) |
| If some of those rules in a generally well-devised system do not conform to what we think should be the case, do we re-consider our own opinions? or do we mark the writer of that section of the rules as "stupid"? |
Crit, I'm with you on the grey-box optional rules stuff.
I also thought I might add that I don't have anything against rules being more realistic or even better. By my own argument earlier in the thread, if a non-gun-nut picks up a rulebook and it says "guns work in such and such a way", that's how they work for that gamer, whether they're accurate and/or realistic or not. My only issue is that it seems like there comes a point where the gun-nut wants fifteen pages on the effect of a three mph wind on a .45 round fired by a tired man on Thursday. That's just too much.
Nah. Most of us just want guns in-game to make some sense, when compared at a glance to guns in real life. Stuff from SR3, for instance, that always rubbed me very much the wrong way (most of which hasn't been fixed in SR4)...Stuff I'd like to see:
Rifles that do more damage than pistols (or at least not LESS damage) (bigger bullet, longer barrel, less damage?).
It taking less than four grenades, point blank, to kill someone (without the optional Power-for-Staging rule in SR3, grenades to Mod damage, tops, meaning three of them, completely without any soak successes, at point blank, will still keep you one box BELOW Deadly damage).
Regular ammo that doesn't cost two nuyen a shot, regardless of weapon (I can pick up two hundred and fifty rounds of .22 ammo for my rifle at Wal Mart for about ten bucks, 100 for my 9mm for twelve, and by-the-case 7.62 for my AK, 1000 rounds for $175).
Sniper rifles not being more effective than shotguns or submachineguns at close-quarters fighting (the sniper on SWAT teams stays outside the building, fellas, it's everyone else that goes in).
Automatic fire being more scary, not less scary, than semi-automatic.
Like someone said on the original Firearms thread (by which I mean the one that's three days or so old) -- as written, it's a lot like eighteen wheeler semis that are faster off the starting line that crotch-rocket racing bikes, or subcompact cars that can hold more stuff than pick-up trucks. There's just stuff that's very glaringly wrong, to an awful lot of us.
| QUOTE (eidolon) |
| My only issue is that it seems like there comes a point where the gun-nut wants fifteen pages on the effect of a three mph wind on a .45 round fired by a tired man on Thursday. That's just too much. |
| QUOTE (eidolon) |
| My only issue is that it seems like there comes a point where the gun-nut wants fifteen pages on the effect of a three mph wind on a .45 round fired by a tired man on Thursday. That's just too much. |
Yeah, it was massive hyperbole. On the whole, I don't have a problem with better rules. I would have absolutely no issue with errata coming out that say, fixed auto-fire, if it replaces the rules that already exist. (But that may not be likely to happen, due to the desire to not contradict rules in the BBB. If more rules come out, they will have to be consistent with what already exists, and that won't solve anything that you have a complaint about.)
If you don't replace the rules that are there, then you create a bloated system of inconsistent, contradictory, conflicting, or confusing rules. That's what I'm against. I'm not against fixing glaring flaws, I'm against trying to fix flaws by adding more problems. Treating the symptom, in other words.
In order to make a good set of optional rules, they have to have a few things, I think.
- They must be clearly and unequivocally optional.
- Thier use must not constitute a challenge to the basic rules.
- The optional rules must not shift the power base, or if they do, they must contain additional changes to address any shift in balance.
This next bit isn't really directly related to that, but is part of the discussion as a whole.
Another problem I have with rules that are "too" realistic, is that the game loses some of its versatility. If the core rules become too realistic, then it becomes difficult to play, say, a cinematic game. You create a situation in which you limit the ways a game can be played, and that's a bad thing. Add other ways, sure, but don't take away if you can help it.
that isn't necessarily true. it depends on what you mean by cinematic.
to me, the perfect SR game would be one that is horribly, grittily realistic--but where people with cyberware or magic can do awesome cinematic things. it makes the cinematic stuff that much more awesome, because regular people can't do it. if you make a game system where everyone can do awesome cinematic stuff, what's the point in getting cyber or using magic?
Hmm, yeah, using a nebulous word like that probably wasn't the best idea. I'm not explaining that last bit well. I'll come back to it if I come up with something better.
well, my standard definitely isn't the only standard. the SR4 devs wanted--and made--a game where anybody could do cinematic stuff.
I think that having realistic weapon rules would actually add more variety and interest to the game. Truth is stranger than fiction, and all that.
I feel like if grenades did D damage and the damage code you encountered was based on how far you are from ground zero that would result in more strategy than grenades that don't incapacitate you even if they explode at your feet. With the former there would be more strategy you'd have to work with as player characters, such as having your squad be spaced apart instead of bunched together, not letting guys with hand grenades get close enough to throw them, fragging rooms before entering actually being valuable, and so on.
I feel like if automatic fire and damage codes for firearms worked better you could work on an actual squad level strategy for your team instead of your entire strategy being a guy with a sniper rifle and a heavy pistol who rolls base 12 dice. If weapons are more realistic and I've got a 4 person squad I have to decide what kind of gear they should get. Are we going to go with two LMGs, one designated marksman rifle, and one grenade launcher? Should we bother bringing an assault rifle instead of a LMG under the circumstances? Do we want two grenade launchers instead? I think that's more interesting than having your character essentially be a superhuman anime character with a pistol.
Realistic encumberance makes things more strategic as well. How much ammo does the team carry? How much can they carry? How does this affect our planning and execution of the mission? What gear do we bring and what gear do we leave behind and what is the opportunity cost of the big radio in terms of how much 7.62 NATO I can bring? If I carry a gigantic block of C4 because we're supposed to blow something up maybe I can't carry enough ammo for my machine gun to use it for very long at all. In the real world encumberance and gear is a realistic consideration and I think it would really enrich the gaming experience.
I just think that a game becomes so much more mentally stimulating if you try to be realistic. Reality is so rich and already has so many ways of going about things articulated by actual practice. It's so much more rewarding than what you'd get if you just tried to sit down and make something up that you thought was "balanced".
| QUOTE (Wounded Ronin) |
| I feel like if grenades did D damage and the damage code you encountered was based on how far you are from ground zero that would result in more strategy than grenades that don't incapacitate you even if they explode at your feet. |
what if, instead of incorporating "real world" ammo (9mm, .45 cal etc) which, honestly, confuse the heck outa me. They/you adopted a "type x" designation, based on damage code. So all "type 1" ammo can be shared across all weapons that use them, and so on for various types?
The solution I've proposed over in SR3R is that weapons within a class share ammo if they have the same damage code with that ammo (and the weapon's description doesn't explicitly say otherwise), and a few classes share ammo between each other under the same conditions. Those classes are:
Light Pistol and Machine Pistol
Heavy Pistol and SMG (this is associated with a suggested reduction in standard Heavy Pistol damage code)
Assault Rifle, Sporting Rifle, Sniper Rifle, LMG, MMG, HMG
~J
| QUOTE (Aku @ Aug 3 2007, 08:48 AM) |
| what if, instead of incorporating "real world" ammo (9mm, .45 cal etc) which, honestly, confuse the heck outa me. They/you adopted a "type x" designation, based on damage code. So all "type 1" ammo can be shared across all weapons that use them, and so on for various types? |
See, I don't get all of the confusion. A caliber designation is just a name. If you have a system that matches "name" to damage code, then it shouldn't matter if that name is ".308 Winchester", "7.62x51mm NATO", or "Snarblesgrupp Type 3". It's just a fucking name.
To gun-buffs like me, a term like "5.56x45mm" means a lot of things. But to a non-gun buff shadowrun player, all it has to mean is: 6P, -4 AP.
Then, all you have to do is stat things like this:
Colt M23
Ammo Type: 5.56x45mm
RC: 1
Mode: SA/BF/FA
Ammunition Capacity: 30(magazine)
etc.
I think the confusion (from my own murky memories of not "getting it" while reading GI Joe comics, but also mostly from taking my wife and mom to go shooting) is that the names are numbers, and most people want numbers to automatically mean things.
When my mom didn't like shooting my 9mm, she didn't understand how me offering her the .22 was in any way supposed to be an improvement, or make her MORE comfortable -- 22 is bigger than 9, so I was trying to give her a meaner gun that fired bigger bullets!
After a few shots, when I stopped calling them that and referred to my 9mm as "The Glock" and the .22 as "the cowboy gun," she was fine. People just automatically attach values to numbers, I think (which is why I think an all-metric system would, in theory, cut down on some of the confusion).
But 9 is almost 41 times larger than 0.22!
~J
| QUOTE (Kagetenshi) |
| But 9 is almost 41 times larger than 0.22! ~J |
| QUOTE (TheOneRonin) |
| or "Snarblesgrupp Type 3". |
Actually, since the first book I've thought that a great plot twist for the series would be the SAS raiding the school, gunning down the students and teachers from outside their threat-identification range.
Maybe not exactly right for the target age group, but still would have been neat.
~J
note: i am not feigning total ignorance in regards to weapons, i really am (despite watching lots of history channel and military channel stuff, this stupid about weapons)
The problem i have, even with an all metric (9mm for instance) is i still don't know WHAT sort of difference that would make. I beleive it's referencing the diameter of the round but, for all i know, it could be the length of the round (donno how that would impact jack, but like i said, near total, non feigned ignorance)
So lets say you've got a pistol firing a 9mm round, that does a damage of , 5p. You've got another gun, firing a 20mm round. well, that rounds over twice as big, so does that mean the damage code would be somewhere between 10 and 11P?
About the only thing i do understand, is that a 9mm fired from a smg should do about the same damage as a 9mm from a pistol, because the smg gives you rate of fire over the pistol, but it isn't spittin' any harder
Actually, the SMG will be shooting the bullets faster, due to its longer barrel
. (around 1100 fps from a pistol with a 4 inch barrel, vs around 1250 fps from a SMG with an 8 inch barrel).
(some edits form numbers)
ok, but is that actually enough to translate into a better damage code?
Roughly thats a 25% increase in Kinetic energy (based on (v*v)mass/2). Presuming mass of the bullet is the same.
| QUOTE (Aku) |
| ok, but is that actually enough to translate into a better damage code? |
| QUOTE (Critias) | ||
Yes, actually. There are 9mm carbines out there (short barreled rifles/long barreled pistols, depending on who you ask) that are simply a longer barrel and a shoulder stock added to a handgun (more or less) -- they even take regular handgun magazines, not merely handgun ammo -- and there have been ballistic tests done that show wound channels similar to a .357 (a much larger and more powerful round) due solely to the longer barrel length (and as such improved ballistics). Whether that should translate to an increase in damage, or an improvement in the round's capability to penetrate armor (or both) is a matter of taste. |
Back to the original topic, the less information the rules give you and the less rules there are, the more flexible the game is. An extremely rules-lite and setting-lite game can be extremely flexible and fit almost any gaming group if that group is willing to work to fill in the holes.
But, there comes the point where rules-lite and flexible-setting transforms into paying $40 for 300 blank pages bound in a beautiful blank hardcover.
There comes a point where the rules are so lite and the setting is so flexible that actually paying money for it is an incredibly stupid thing to do. People don't buy RPG books that can be boiled down to "just make up whatever you want". People want rules for stuff and people want settings that include stuff.
On the other hand, there is a huge difference between a comprehensive ruleset and a convoluted ruleset.
As you add more and more rules, it becomes inevitable that some rules will not match up with the others and you'll just end up with something that resembles the US Federal Code (including the Tax Code) in it' daunting convolutedness.
Even if you can successfully create a core ruleset that that can take infinite additions without modifications, as attempt to make include everything that anyone can imagine in that ruleset simply leads to a game that is so complicated to learn that no one will ever use more than a fraction of it.
This latter fact can be seen when comparing the original D&D to D&D3.0 and 3.5. The original D&D had a complete ruleset in the same way that chess had a complete ruleset. It did not provide rules for every possible situation and the rules that were provided significantly limited player possibilities, but it had all of the rules that were necessary to play the game. It was easy to learn, even with the tables that you had to refer to. But with all of the various possibilities offered by modern D&D supplements, it is impossible for any GM to adequately learn all of it.
People don't complain that chess has no rules for moving pawns sideways or teleporting Bishops to the Dark Dimension of Strygor. That is the game. The point is to play within the limitations given, not whine and complain until someone releases a more comprehensive supplement.
And, honestly, I don't want the most detailed RPG rules possible. I don't want my character to die of a ruptured bladder because I didn't put enough skill points into urination and he has a several bad rolls over the course of several days game time.
We don't need infinite detail. We don't need a rule or a skill for everything. We certainly don't need a urination skill or urination skill rolls.
We don't need them not because they are unrealistic. A properly applied urination skill can be realistic. We don't need them because the rules can be complete without them, unless you are playing some sort of urination game.
What matters most in game design is not comprehensiveness or detail, but completeness and playability. If it is possible to create a rules-legal situation where the rules cease to work, then you have a problem. The game is incomplete and people will break it horribly. This happens rather often in some games and is often a result of adding rules without properly considering how they interact with other rules.
If you have too much detail or too many possibilities, no one will be able to learn the game well enough to play it.
| QUOTE (hyzmarca) |
| Back to the original topic, the less information the rules give you and the less rules there are, the more flexible the game is. An extremely rules-lite and setting-lite game can be extremely flexible and fit almost any gaming group if that group is willing to work to fill in the holes. |
Tricky question. The problem is that different people need/want different rules, sometimes even the game or character they are playing changes what kind of rules they want/need.
My group plays Shadowrun, recently switched to 4th Ed, and D&D 3E. In both cases, what rules we use, and how complex they are, depends on what we know, and what style we want - and on what effect a rule has on the exact game, campaign and even character it concerns.
I am the GM, and my policy is to use as few rules as I can get away with, and trying to avoid making or changing general rules if all that is needed is a special rule.
Just because boosting up adept power X might cause an unbalance if combined with cyberware Y and weapon Z doesn't mean it shouldn't be done if a player's characters is more fun with it and that combination won't be used by PC or NPC. As long as the actual character using it is balanced I don't worry about hypothetical consequences.
Regarding the complex/abstract relation, I prefer to have abstract rules, and complex fluff if desired. As an example, all of us in my group have military experience. So, we know about encumbrance, marching, unwieldy gear, ammo etc. Our combat scenes use the abstract rules though because we don't "Play the system" to minmax within the rules, but simply use the rules to decide if an action works or not. We pick our gear, then look what stats it has, not the other way around. Same for rules. By the rules, I roll twice for my character's two shots, and see the effect of the shots - one dead enemy. In the game, that does not always translate to my character shooting twice with a pistol, it could also be described as "pull the trigger until the enemy drops" or "empties the magazine into the enemy, dropping him".
I also care almost exclusively for the actual effects of something in game, not for how rules-compliant it is. If a character, gear combination, or tactic is completely legal by the rules, but unbalanced or disruptive in my specific campaign, then it gets vetoed. If something is balanced in its actual use, and doesn't disrupt gameplay, it usually can be added without much of a problem.
To sum it up:
- I prefer abstract rules to resolve the outcome of actions, adding details as fluff.
- I also prefer to judge rules by the actual, not the hypothetical results in a specific game/campaign, and ban/allow something based upon this.
- I prefer to solve questions not covered by the rules with simple, one-shot calls, usually by adding/subtracting a modifer to an action, or making a dice roll - for the specific situation only.
| QUOTE (Fuchs) |
| I am the GM, and my policy is to […] avoid making or changing general rules if all that is needed is a special rule. |
| QUOTE (Kagetenshi) | ||
Burn in Hell, heretic! (My vitriol is facetious, but my dislike of this policy is not. Could you explain why you find it acceptable to make your game-world inconsistent (leading questions for the win!)?) ~J |
I think the difference in philosophy here is that my approach is to first create a consistent world, and then create a campaign inside of that world. From the sounds of it, your approach is that the campaign is the outermost layer.
You're going to Hell for that approach, but I suppose there's no point to trying to make you see the error of your ways in life ![]()
~J
Hehe, I was doing it your way (and still have to battle urges to react with "But... if I add this and that and that, then this will be overpowered!"), but over time, my playstyle changed. I have to say though that our campaign relies more on "soft rules" (relations between players and GM) than "hard rules" (game mechanics).
The main goal for us is to have fun in game, and any rule we use has to serve that goal. If a rule makes it harder to run a game for the GM and therefore detracts from his fun, then it is likely to be dropped. In the same way, if a rule is in the way of a player having fun, there's a good chance of it to be revised. When player and GM goals do not overlap, then we compromise. A minor inconvenience for a GM is ok if it greatly benefits the players, and vice versa. It ends up being a sort of balance of power, restricting abuse from either member of the group, since "but it's within the rules" means not as much as "but it ruins my fun".
Or, to sum it up - the "limits" in our game are the wishes of the members of the group.
| QUOTE (Fuchs) |
| We pick our gear, then look what stats it has, not the other way around. |
| QUOTE |
| Same for rules. By the rules, I roll twice for my character's two shots, and see the effect of the shots - one dead enemy. In the game, that does not always translate to my character shooting twice with a pistol, it could also be described as "pull the trigger until the enemy drops" or "empties the magazine into the enemy, dropping him". |
| QUOTE |
| I also care almost exclusively for the actual effects of something in game, not for how rules-compliant it is. If a character, gear combination, or tactic is completely legal by the rules, but unbalanced or disruptive in my specific campaign, then it gets vetoed. If something is balanced in its actual use, and doesn't disrupt gameplay, it usually can be added without much of a problem. |
| QUOTE |
| To sum it up: - I prefer abstract rules to resolve the outcome of actions, adding details as fluff. - I also prefer to judge rules by the actual, not the hypothetical results in a specific game/campaign, and ban/allow something based upon this. - I prefer to solve questions not covered by the rules with simple, one-shot calls, usually by adding/subtracting a modifer to an action, or making a dice roll - for the specific situation only. |
Not really, because in many of the examples mentioned, we'd not even check the rules. No one here would even think of raacing in a truck because the rules say those are faster than a sports car. If anyone would catch it we'd laugh, and ignore it. Same for the motorcycle stuff.
And, as I said, we have military experience, we do not try to minmax against common sense. We have had once a player who had no experience, and tried to stack on weapons and all - after a few gotcha games he stopped that, since he realised how heavy even a single plastic rifle becomes if you're holding it all day while moving around.
(And, incidentally, I would rule that any experienced rigger character would pick the best car, even if the player had no clue about the stats. If in the shadowrun world a truck is a better race car than a sportscar, then realistically, a racer would know this. I don't care much for characters suddenly losing half their brain and making stupid mistakes because a player forgot something.)
Do we keep track of bullets? Why, if it is needed, yes. If the characters strand on an island with just to magazines between all three, then we count each single bullet. If the characters are on an average run, and don't expend too much ammo, we don't count it. If a situation comes up where the amount of remaining ammo is important, we just quickly recap the fights, and agree on how many magazines would be left.
My example of "emptying the magazine" was mentioned because in some situations, a character would not simply use the one or two shots to drop an enemy, but shoot several times, if only because one could not be sure (or failed a perception test) if the enemy was already out before shooting again.
As I said, we don't play very competitively. It's not "GM against the players". Tactics also don't really fail for nothing - if something is disruptive, then I simply ask the players not to use it anymore, or we think together of a way to make it fit without troubles. Since we all want to have fun, and realise we can't have fun without each other, there is not much of a problem finding a compromise or solution in such cases.
(As an example: If a player in my campaign wants a panther assault cannon, then he simply asks me "hey, I'd like my character to have one", and I start thinking of a way to add it in, usually during a run, or as the goal of a run, unless I think it would be disruptive. Same for other stuff.)
| QUOTE (Kagetenshi @ Aug 9 2007, 01:26 AM) | ||
I disagree, fundamentally. The fewer in number the rules, the more constrained the game—you can either do what the rules cover, or you can make up new rules. Complex things become modeled very badly as they're shoehorned into generic representations. No, the more rules, the more flexible the game—in all areas except for style of game, where by style I mean the old cinematic/realistic/what-have-you division (since a well-defined rule will have one particular style). I suppose you could even get around that, by essentially including a ruleset for each style. But yeah, I reject your premise. ~J |
| QUOTE (hyzmarca) |
| An RPG with well-defined codified rules for everything that a character can do with no exceptions will handle competition very well but will drastically limit creativity and will almost certainly be difficult to learn. |
edit: blah, nm
| QUOTE (hyzmarca) |
| Just because there are no rules for urination does not mean that a character can never pee. |
| QUOTE |
| The more codified an RPG is, the less it can accommodate creativity. The less codified an RPG is the less it can accommodate competitiveness. |
| QUOTE |
| An RPG with a single rule for resolving all possible actions will not produce interesting or exhilarating competition, but it will produce creative storytelling, assuming that the players are capable of such. |
| QUOTE |
| An RPG with well-defined codified rules for everything that a character can do with no exceptions will handle competition very well but will drastically limit creativity and will almost certainly be difficult to learn. |
| QUOTE (mfb) |
| edit: blah, nm |
| QUOTE (Kagetenshi) |
On the contrary--the player will be enabled by the range of different options that their character can usefully take. If the actions are not equivalent, they get to make choices. In contrast, if there are very few rules providing things for characters to do, then the character's actions are constrained to either being meaningless (no effect), being one of the choices with a rule (constrained quantity), or being mechanically equivalent to one of the choices with a rule (and thus being nondifferentiated--you may as well have done the original action). ~J |
I don't think so. The appeal is in the details, even though the result - usually dead NPC - is the same.
And usually, the options that are codified are rather limited. Stuff like shooting at barrels of chemicals, dropping a chandelier, improvising tear gas in a lab, running over a hallway floor covered in soap water - all that stuff has no exact rules, yet adding those "once a campaign" rules will overload a system. The best you get is the GM making a call, using existing rules as a guideline - which runs straight into "result the same, means differently" territory.
| QUOTE (Fuchs) |
| I don't think so. The appeal is in the details, even though the result - usually dead NPC - is the same. |
Again, it depends on what you want in your game. Some people need those rules to be able to pick the "best" results, others might not really care, and are glad they can pick what seems the most logical or stylish without too many mechanical differences.
I'd feel more hindered and stifled by too many rules, herded into minmaxing, but then, my "granularity" starts at another point than your definition.
| QUOTE (Fuchs) |
| I don't think so. The appeal is in the details, even though the result - usually dead NPC - is the same. |
| QUOTE |
| And usually, the options that are codified are rather limited. Stuff like shooting at barrels of chemicals, dropping a chandelier, improvising tear gas in a lab, running over a hallway floor covered in soap water - all that stuff has no exact rules, yet adding those "once a campaign" rules will overload a system. The best you get is the GM making a call, using existing rules as a guideline - which runs straight into "result the same, means differently" territory. |
| QUOTE (Fuchs) |
| Again, it depends on what you want in your game. Some people need those rules to be able to pick the "best" results, others might not really care, and are glad they can pick what seems the most logical or stylish without too many mechanical differences. |
| QUOTE |
| I'd feel more hindered and stifled by too many rules, herded into minmaxing, but then, my "granularity" starts at another point than your definition. |
| QUOTE (Ruleset #1 (light on mechanics)) |
Weapon: SMG Damage: Average Ammo: Plenty Doesn't matter if it's an HK MP5, Uzi, or Tommy-gun. It's all the same. The player can even describe how many bullets it uses up each time he squeezes the trigger. |
| QUOTE (Ruleset #2 (heavy mechanics @ poor choices)) |
Weapons: HK MP5 -DMG: 4 -Range: Medium -Ammo: 30 -Mode: SA/BF UZI -DMG: 6 -Range: Short -Ammo: 20 -Mode: BF/FA FN P90 -DMG: 9 -Range: Long -Ammo: 50 -Mode: SA/BF/FA -Special: Ignores all body armor Wow...you have three choices here instead of 1. Oh wait, you really don't have any choices because one of these is OBVIOUSLY better than the rest. This is rules heavy, but poorly thought out. This sort of rules setup can and WILL lead to min-maxing. |
| QUOTE (Ruleset #3 (heavy mechanics @ gives actual choices)) |
SMG #1 -DMG 8 -Range: Long -Ammo: 20 -Special: doubles target armor rating SMG #2 -DMG 2 -Range: short -Ammo: 60 -Special: reduces target armor by 50% SMG #3 -DMG 5 -Range: Medium -Ammo: 40 -Special: none Okay, here we actually have some choice. With SMG 1, we get really good damage and long range. However, we don't have that many shots per magazine, and the fact that the target gets double his normal protection from armor means this weapon becomes a poor choice when facing armored opponents. But if the player is a really good shot, and can make each of his shots count, this weapon is a good choice. With SMG 2, we notice that it's range and damage ratings are rather poor. However, it's got a ton of shots in each mag, and it cuts a target's armor in half. This is a great weapon for those who don't shoot like Wyatt Erpp, and the ammo count means that misses aren't as costly. Also, the armor reduction feature makes it a good choice all around for anyone who plans to be facing armored opponents at close range. Finally we have SMG 3. It sits firmly in the middle of the other two choices. Granted, it doesn't do as much damage as or have the range of SMG 1, nor does it have the ammo capacity or special armor piercing quality of SMG 2, but it has none of the big disadvantages either. It's the most flexible option, and should serve admirably in just about any role. |
| QUOTE (Fuchs) |
| Again, it depends on what you want in your game. Some people need those rules to be able to pick the "best" results, others might not really care, and are glad they can pick what seems the most logical or stylish without too many mechanical differences. |
| QUOTE |
| I'd feel more hindered and stifled by too many rules, herded into minmaxing, but then, my "granularity" starts at another point than your definition. |
We prefer to use logical actions based upon real life experience (f.e., all of us were in the military, so we know some stuff about guns), not based upon game mechanics.
Game mechanics often do have a "best gun" and "best move". Take the old "taking aim" rules from SR3. In almost every case, shooting twice was much, much better than shooting once but with a -1 to the TN. In SR3, an assault rifle also was inferiour to a heavy pistol if used in semi-automatic mode - despite rapid aimed semi-automatic fire being the most common way we were trained to use the rifles in the army, and a rifle being more effective at it too than a pistol.
Don't get me started on weight either - anyone who wrote that 10 shots weigh a pound probably never shot a gun in his life.
It really comes down to that I'd rather rule something on the spot, and have the game continue, than have exact rules for all situations, and spend hours reading up. It works for our campaign.
| QUOTE (Fuchs) |
| It really comes down to that I'd rather rule something on the spot, and have the game continue, than have exact rules for all situations, and spend hours reading up. It works for our campaign. |
| QUOTE (Fuchs @ Aug 13 2007, 10:10 AM) |
| We prefer to use logical actions based upon real life experience (f.e., all of us were in the military, so we know some stuff about guns), not based upon game mechanics. |
| QUOTE |
| Game mechanics often do have a "best gun" and "best move". Take the old "taking aim" rules from SR3. In almost every case, shooting twice was much, much better than shooting once but with a -1 to the TN. |
| QUOTE |
| In SR3, an assault rifle also was inferiour to a heavy pistol if used in semi-automatic mode - despite rapid aimed semi-automatic fire being the most common way we were trained to use the rifles in the army, and a rifle being more effective at it too than a pistol. |
| QUOTE |
| Don't get me started on weight either - anyone who wrote that 10 shots weigh a pound probably never shot a gun in his life. It really comes down to that I'd rather rule something on the spot, and have the game continue, than have exact rules for all situations, and spend hours reading up. It works for our campaign. |
| QUOTE (Fuchs) |
| We prefer to use logical actions based upon real life experience (f.e., all of us were in the military, so we know some stuff about guns), not based upon game mechanics. |
| QUOTE |
| Game mechanics often do have a "best gun" and "best move". |
| QUOTE |
| Don't get me started on weight either - anyone who wrote that 10 shots weigh a pound probably never shot a gun in his life. |
| QUOTE |
| It really comes down to that I'd rather rule something on the spot, and have the game continue, than have exact rules for all situations, and spend hours reading up. It works for our campaign. |
| QUOTE (TheOneRonin) |
| And, at the risk of sounding like a Kage-copycat, I prefer my game rules to behave in such a way as to mimic real life. If we know that in Real Life, a human jumping out in front of a speeding semi is probably going to be splattered all over the asphalt, the actual "in-game" mechanics should reflect that. If they don't, that a failure of the system |
| QUOTE (TheOneRonin) |
| But it builds a very inconsistent world. How can your players make educated choices if you end up ruling so many things on the fly? |
Wow, what a thread to sift to. To be honest, I'm skipping to the end to add my two bits...
What I've found is that people and their preferences are as varied as the number of game systems out there. Some folks like crunch (system mechanics for every facet of playable life) some folks like to freewheel through games and keep it rules-light.
One of the core parts of what makes the latter work is GM FIAT. The GM is able to DECIDE. The thing that makes this work is trust in the GM's ability to make decisions to keep the game fun, somewhat fair, and tell a good story. Without trust, this doesn't work. Trusting the GM to decide between a game mechanic and what is logical or makes a good dramatic moment is a cornerstone of a GM Fiat game.
Some folks have been burned by GM Fiat games. I know I have. I however still prefer them to games that have rules and mechanics for every single nuance of gameplay.
Some systems, usually indie games have intricate systems for things like social interactions, and how conflicts are resolved outside of simply talking through issues in character. Some folks dig em, some don't.
I believe, and this is my opinion only...that with games with a lot of rules for everything, you need less of the soft skills of GMing (being able to adapt on the fly, hold together a plot and remember all the character nuances as well as the NPC nuances, and make it all work in the end) and requires more memorization of the game system.
In games that are lighter in the rules, more of those soft skills are needed, and honestly, it's a much harder game to run. Well...harder to run WELL. I think many GMs like to think they are good at this but most aren't.
Rules often are trying to mimic a style of play. Cinematic, realistic, whatever. Also they try and give the players the type of experience they want: crunchy, rules-light, deep immersive, tactical play, whatever.
What you end up with is two separate things going on in-game: The Story/ Drama and the System/ Mechanics. Everyone has their preferences. Some dig one side more than others. Some like a balance or like a game weighted one way or another. All games can fall in to these: from SR4 to Dogs in the Vineyard, to HERO, to Savage Worlds.
The important thing is that the players (including the GM) decide up-front what they all want out of the game and what kind of game they want to really play. (Social Contract?) Really, as long as everyone is on the same sheet of music, the game will fly. If they aren't, nothing will save it but compromise.
| QUOTE (ampere) |
| One of the core parts of what makes the latter work is GM FIAT. The GM is able to DECIDE. The thing that makes this work is trust in the GM's ability to make decisions to keep the game fun, somewhat fair, and tell a good story. Without trust, this doesn't work. Trusting the GM to decide between a game mechanic and what is logical or makes a good dramatic moment is a cornerstone of a GM Fiat game. Some folks have been burned by GM Fiat games. I know I have. I however still prefer them to games that have rules and mechanics for every single nuance of gameplay. |
| QUOTE |
| I believe, and this is my opinion only...that with games with a lot of rules for everything, you need less of the soft skills of GMing (being able to adapt on the fly, hold together a plot and remember all the character nuances as well as the NPC nuances, and make it all work in the end) and requires more memorization of the game system. |
| QUOTE |
| In games that are lighter in the rules, more of those soft skills are needed, and honestly, it's a much harder game to run. Well...harder to run WELL. I think many GMs like to think they are good at this but most aren't. |
| QUOTE | ||
I've been burned by GM fiat. In particular, I've been burned, as a GM, by GM fiat. GM fiat means you have to be prepared to make a good decision that's consistent with all of your previous decisions every single time you play. Whether you're tired, or sick, or really busy so you didn't get to do any of your prep work, if the game depends on your rulings by fiat, you've got no protection from yourself—and neither do your players. |
| QUOTE | ||
Totally disagree, except to the extreme degree of "lot of rules for everything" with plot-generation and NPC-generation tables galore. The "soft skills" are perhaps all that's left with a theoretical totally complete rules-coverage game—you don't need to come up with rules for a strange action or circumstance, and you certainly don't need to be able to balance those rules on the fly while maintaining consistency with the rest of the universe. |
| QUOTE | ||
I agree that it's harder to run well. I don't agree that soft skills are needed—instead, one needs the "hard skills". Making a rule on-the-fly requires either not caring about the quality of that rule or being able to run the probabilities in your head and "thought playtest" quickly enough to ensure that it's a good rule. It's very difficult, and it offers negligible or even negative reward compared to the (much easier) path of pushing rule-creation to before game-time. |
| QUOTE (ampere) |
| Like I was saying, it's all about trust. It's not about protection. You shouldn't need protection from yourself, nor should your players. At least if you are doing it right. If you're tired, sick, or otherwise incapable of doing the job right, then you probably shouldn't be playing, much less GMing. |
| QUOTE |
| Sorry, I'm not seeing a disagreement here. Being able to pull a scenario, rule tweak, plot/ subplot out of your kiester (soft skills) is a lot harder than simply being a random encounter-table GM (hard skills). |
| QUOTE |
| Not true (or only true in your paradigm |
| QUOTE |
| Negative or negligible reward? If the scenes play out the way you want them to, then that is the reward all by itself. It's only a negative or negligible reward when people are metagaming; thinking in terms of the rules system, which may be altered and therefore not what is expected. |
| QUOTE |
| But "incapable of doing the job right" changes based on what the job is. A game that requires you to do a lot of balancing on-the-fly will be one that it's easier to be incapable of doing right than one that pushed the balancing to non-game time. |
| QUOTE |
| My point is that unless you include "total use of random encounter tables" as part of rules coverage, you'll need the soft skills. The difference is that you won't need the "hard skills" of creating new, balanced rules on-the-fly. |
| QUOTE |
| Yes, you stop and look it up—if you don't, you rob the world of consistency. If a rule is not liked or illogical that's a flaw of the system, and the proper response is to replace it with a new rule if the rule serves a valid purpose, or to discard it if it doesn't. If the rule is counter to the playstyle, it should be discarded, rewritten, or the group should select a different system. |
| QUOTE |
| Characters reasonably have some access to the rules—I use my knowledge of physics all the time for various purposes, is that metagaming? |
| QUOTE |
| No, ability for a character (and by extension, a player) to predict the probable consequences of his or her actions is exactly why rules exist. Without this, you have no game, no accessible world, and no characters who can take meaningful actions. |
I'll reply in more depth later, but for now:
| QUOTE (ampere) |
| That largely depends on whether your character has knowledge of physics. If not, then it would be Player Knowledge not Character Knowledge and by extension metagame thinking. |
Using the 'well I have a good grasp of how it works in real life' really has problems in games with magic or whatever that people don't have any understanding they can apply at all.
Heck. Look at the problems with SR4. When we try and apply what we know about computer security to the matrix rules, it all goes to hell.
I want to see internal consistency in my rule set
| QUOTE |
| Heck. Look at the problems with SR4. When we try and apply what we know about computer security to the matrix rules, it all goes to hell. |
To respond to an old point, there is a huge difference between a complete but lite and flexible ruleset and a rigid well-defined ruleset, either complete or incomplete.
To use the example of the wet floor, it is counter productive to have specific rules rules about how wet a floor must be before modifiers apply to running, for example, because in that case the GM must either make up something on the fly, or there must be rules to determine the both volume of urine in the PCs bladder and how well it spreads. This, of course, brings us back to the urination test. Not only that, but it also requires keeping track of liquid intake and fluid the processing rate of the kidneys. And this leads to dozens of other rules pertaining to drinking and urination.
There would also need to be modifiers for other sorts of terrain hazards, such as pebbles and reverse conveyor belts. This leads us to dozens of other rules.
The more specific and inflexible the rules are, the more of them are necessary to create a complete ruleset.
A single modifier for running on rough or difficult terrain and GM discretion to determine what qualifies as such is almost always preferable.
i don't think that a well-defined ruleset needs to be rigid. any ruleset that is too rigid is bad, generally speaking, as is any ruleset that is too flexible.
Can you give us an example of a well-defined yet flexible ruleset that has been in print? (That we can reasonably track down).
The only one that's coming to mind is SilCore 2.0, for me.
the good parts of SR3. most of the combat system, for instance, can be used with no modification to describe a huge number of situations with passable accuracy, and chunks of it (knockdown rules, permanent injury rules) can be easily ignored for groups that want to speed things up. not a perfect example; there are a lot of details that could be tuned for greater realism, ease of play, and consistency, and it has definite problems with scaling.
I tried using SR for a fantasy game at one point. It worked okay, other than having a lot of legacy stuff I had no use for and a lotta stuff I wanted to improve on (greater efficacy of spirit conjuration, since anyone with the skill could do it). For a space game I ran, though, it did work great.
Well, except for spaceship combat. I kinda hadda fudge that.
Yeah, the vehicle rules really aren't set up to deal with airless, featureless environments.
~J
| QUOTE (Kagetenshi) |
| Yeah, the vehicle rules really aren't set up to deal with airless, featureless environments. ~J |
What's wrong with them there? I've used them for that, and they're a little dull in some cases (certain types of chases come down to just a series of Acceleration tests, for example), but they work.
~J
Actually, I've used SR4 for CBT:RPG (instead of the actual CBT:RPG) and it worked great.
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