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#351
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Basically, mfb has claimed one of McMurray's approaches to be invalid, and is stating that McMurray is presenting that approach again without defending its validity. Not really a joke, though I could see how one might find it funny. ~J |
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#352
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
i was referencing my own post, halfway up the page.
edit: what Kage said. |
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#353
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Genuine Artificial Intelligence ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 ![]() |
Oh, yeah, that would make more sense then. :oops: Sorry to interrupt the flow, everybody. I'll let you get back at each others' throats now. :D |
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#354
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
The problem being that it's not objectively bad that the rules are loose.
It does, but it has nothing to do with what you quoted, since I'm not telling anyone to do anything other than actually use the copy of the game they've got. Although, I believ that if a small group of posters here would just buy another game things would flow much smoother at times. I'm not saying "a good GM will make good calls" (although he will). I'm saying that if the guy doesn't even bother reading the rulebook he's automatically a poor GM. And I'm still looking for how any of this is objectively bad, rather than just your opinion. |
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#355
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
you keep inserting random things into what i say, McMurray. it's getting annoying. i said nothing about whether or not a given GM has or has not read the rulebook. what i did say is there is a wide gradiation between "good GM" and "bad GM". most GMs fall between the two extremes of never making a bad call (the ultimate good GM) and always making bad calls (the ultimate bad GM). a group under a mediocre GM--that is to say, not the best, but not the worst--is more likely to have more fun with a game that doesn't force the GM to make lots and lots of rules calls than they are to have fun with a game that does force the GM to do so, for the simple reason that in a game where the GM has to make fewer calls, he will make fewer bad calls because he will have less opportunity to do so.
SR4 is built on the assumption that the GM will be a good GM, who makes good calls almost every time he makes a call at all. most GMs are not good GMs--they're not bad GMs, they're just not good ones. therefore, SR4 is built on a faulty assumption. i'm not sure where you're coming up with this "opinion" objection. i think SR4 is a badly-designed game--yeah, that's my opinion. it's based on points that, according to your previous sig, you accept as being true. |
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#356
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 1-December 06 Member No.: 10,116 ![]() |
I dont see personaly where SR4 ever forces the GM to make alot of calls. Except perhaps for certain areas that are not yet covered by new SR4 books. I mean comparing the SR3 main book to the SR4 main book and personally I find the SR4 main book actually covers more than the SR3 one did. But thats just personal oppinion.
So now you want to get into custom guns/armor etc. Well SR3 it was ALL in the cannon companion. Now some of the mods are at least in the main book under SR4 and I'm sure alot more specific info will be presented in the new armory book when ever the heck it comes out. Thats hardly a failure of the SR4 system. Thats like saying SR3 was a horrible failure because all the advanced rules etc arnt there if you take away and forget everything you know about the rules in the SR3 expansion books (MITS, M&M, CC, SC etc) Granted it doesnt get terribly specific about some stuff like EX and EX-EX ammo. Which means GMs need to make certain assumptions about it or at least allready do. I mean unless I"m mistaken (At work without my books to refer to atm) it specifically states under explosive ammo that it can explode in your gun. Not just fire, but flat out blow up in your hand. It certainly does that under SR3. And NO OTHER ammunition does that. Even when you throw it into a fire technically speaking. Thats somethign the rules dont really cover. Now granted EX and EX-EX rounds probably should be abit more specific but thats a really bloody minor thing. As to the issue say with how fires are handled, and what can/cant catch fire being up to the GM. Thats less of a failure of the system as perhaps failure of common sense of the GM. I mean the average person realizes geee.. if I put my shirt in the fire it will itself catch fire! OMG! :eek: MY WORLD IS COLAPSING! :twirl: WE ARE ALL GOING TO DIE! :dead: I mean the rulebook shouldnt -have- to cover that kinda crap. And then for advanced rules for vehicles (Not to mention a badly needed expansion of available vehicles) no doubt that will all be in the new rigger book, just like all that fun stuff was in Rigger3. So it's lack of being in the SR4 book I'd hardly call a glaring oversight. I mean as it stands, yes there are alot of gaps still, but how many of them are simply there becuase the relevant books that will cover those areas simply arnt there yet? Thats hardly something to be called a failure of the system. And most RPGs I know of are the same way. You get the main book that covers the basic core rules, and then you have all the expansion rulebooks. D&D: You have the players guide, the GM guide, the monster manual, the umpteen expansion books for epic players, evil players, additional races/magic/gods/dragons/etc Heavy Gear: you have the core book, the equipment guide, and an assortment of other books that add/update rules (Though been slightly condenced since the new books put out under the hybrid Silouette/OGL D20) SR3: you have the core book, MITS, CC, SC, R3, the two SOTA books, Dragons of the sixth world and so on and so forth. And the monstrocity that is the Palladium RPG system is even worse (Love the settings, but god they really need a new and far better gaming system) I think one of the few games that isnt like this -might- be Paranoia. But the whole point of that system seems to be for the GM to find a way to kill you anyway. |
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#357
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Moving Target ![]() ![]() Group: Members Posts: 341 Joined: 3-October 05 Member No.: 7,802 ![]() |
Under SR4 rolls for things can be fudged up quickly and with minimum of mess for almost anything you need a roll for. Hardly any major calls that can go badly wrong.
Non-rolled stuff though is more about the *intent* of the GM. If the GM intends for the players to have fun then he will tend to make better calls, if he intends for the story to go on at all costs he'll screw them over. GM quality is how well they make stories and portray the world, along with occasional helping hands if the players paint themselves into a corner. This last part isn't as serious as it sounds, it's adapting the story on the fly if the players say miss an important clue or something major with the story line goes wrong and shouldn't happen often. Now the intent is a part of GM quality, but not all of it. A GM who is horrible at stories, but with good intent is probably far better than a halfway decent GM with regards to stories, but with terrible intent. |
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#358
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 1-December 06 Member No.: 10,116 ![]() |
Indeed, and personally at least I point out to anyone wanting to play in an SR game I run, that I am abit more on the realism side. At the same time I also realize that some times I can unintetionaly create horrifically vicious traps that PCs just dotn think of because their not USED to a GM pulling said stunts on them so I compensate abit
Best example I can give was one run on Shadowrun: Seattle I ran. It never wound up finishing unfortunately due to people not being able to get togeather again etc but oh well. Basic surmize of it was, PCs go in, nab some artifacts from a dig site and get the heck out. They had alot of detail ahead of time, they knew it was a hard run with a high payout. They knew they were giong into an armed camp with moderately well equipped guards (Basic body armor, assault rifles) and that the head 'security specialist' was basically a heavily cybered merc. I'd allready planned out the basics of what I thought migh thappen, adjusted things on the fly as it came (for example they did alot more sniping than I expected and they got really lucky in a few cases) ok fine not a problem. So they get into the main compound, start heading down the stairs into the undergroudn tomb They still hadnt heard a thing about the sec head leader though they knew he was probably setting iup camp in the tomb itself, which is where the objective was known to be. What they didnt expect was the fact that as a merc and an experienced soldier the guy would boobytrap the stairwell with a claymore mine. I gave the lead PC not one, not two but THREE perception checks to notice the unconcealed wire, very dim light while he wasnt using lowlight etc. The perception targets were right out of the book for noticing a thin tripwire under those conditions (SR3 system I think the TN was 8) and you needed something like 3 hits to fully notice it. First test he gets nothing, second he only gets one and the third he only got one. This was largely because my intent wasnt to totally kill him which the claymore at pointblank range definately would have (specially with the SR3 chunky salsa effect of explosion rebound in a confined space) So end result was he -almost- set it off and just barely in time noticed the wire pressing into his leg. STory goes on they meet the 'big bad boss' and get a hell of a tougher fight than they expect. I had him tossing grenades at them, firing from cover, moving around, falling back or advancing etc. Ran him basically like a PC. Thats not something most PCs seem to be used to. ANd thats fine. Overall they seemed to enjoy it alot more and still havent forgotten that NPC either. I mean to me that seems more or less decent GMing. I wouldnt call it bad if some one else wasnt as linent either, SR is ment to be brutal and deadly. But I tend to lean more towards a good story myself with some decent (if some what bent) realism. But in either case, on the matter of intent, in such a setup a GM could well intend to purposely maim/kill the characters to 'teach them a lesson'. But at the same time no rules would have had to have been bent/broken/rewritten etc at all. Which all comes back to the same thing realy. Both systems have basic modifiers to cover such events etc. And sticking to the numbers and rules could very easily kill the PCs both under SR3 and SR4. This is hardly a problem with the rules, simply if a problem exists it's purely because of the players, the GM or both. I mean a good GM to me doesnt let a few holes in rules stop them from just making a decision on the fly much like they allways have to do if and almost allways inevitably when the PCs do something they dont expect. A good GM also looks at what sort of playstyle is expected. Something gritty, something about average to the total munchkin "I'm going to play as a great dragon in charge of a mega corp who has a massive arsenal of nuclear weapons at his disposal!" If there are issues with players not liking the rulings it's likely you either have an incompatible GM/Playerbase or one or both parties are simply really bad. In which case you really should just try to find a setup that works alot better for you. Personally I'm certainly not the type that enjoys games where I can just make a longshot test with an incindary armorpiercing explosive bannana up the tailpipe of an APC and blow it up. The fact that I dont like such gameplay hardly at all would make me a bad GM. I state flat out what I expect of an SR game and if people dont like it, find another GM cause it's alot of damn work as it is, and i'm sure as hell not goign to put that much work into something -I- dont also get to equally enjoy as much as the players. There's a give/take relationship there on a certain level really. I try to make the game fun for people but at the same time I have the expectation that the game will progress in a relatively (for SR) realistic game as opposed to a total munchkin driven acid trip. Cause I dont like that kinda thing and I certainly in such a situation would make a terrible GM becaue I'd not only hate the game at that point but I woudlnt even bother trying. So if I were to disallow such a longshot would that really make me such a terrible GM? Personally I dont think so. I mean if it was some other thing like player says OK I wanna do this! And I'd be like umm... I dunno. How exactly do you expect something like that to actually work. Debate come to a consensus and then make a ruling on it. If it seems reasonable enough within the expected game setting, ok go for it. Otherwise nope, sorry cant do that, try thinking of something else. |
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#359
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
I know you didn't say anything about reading the rulebook, I did. Your complaint is that loose rules cause unfairness and inconsistency. My reply is that the rulebook tells the GM to make sure to be fair and consistent. Hence, if he reads the rulebook, your worries are not valid. If he doesn't read the rulebook, then he's a crappy GM no matter how torqued the rules are.
Then play a tighter game. Not every game is perfect for every group. If SR4 doesn't suit someone, they should play something else.
My objection is that you state your case as if it were fact. You insist that SR4 is a bad game, when it's really just a bad game to people like you. I disagree that loose rules make for lots of bad calls, and my experience proves me right. You think they do, and your experience proves you right. So either one of us is lying, or it really does boil down to good GM vs. bad GM, regardless of how many times you say it doesn't.
Me neither, but apparently for some people it does, even though when asked they won't cite actual laundrey lists of unanswered questions. |
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
James McMurray, you can fly. you don't need machines or anything, you can just lift off the ground and swoop through the air. go on, try it. what's that? despite having read that you can fly, you actually can't fly? hm, i wonder if the same principle applies to being a fair and consistent GM.
so, like i said. if SR4 doesn't work for a given group, it must be the |
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#361
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
To be fair, at least for me the idea that that was explicitly important was a bit of a revelation to me at about age 10. I never believed that they were undesirable, I just never specifically thought of them as goals. That being said, aside from staking out a tiny little box for "players/GMs too young to know the difference without being told", it doesn't change your point at all.
~J |
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#362
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Give how vastly seperated the two are, I doubt it. Nice try at argument by analogy, but your analogy doesn't hold, which means it's a fallacy.
Not at all, and I never said that. I've said all along that the game doesn't work for all groups, not that some groups are too <insert negative adjective here> to use the game. It's the game's fault that it doesn't work for them, but it's not the game's responsibility to work for everyone, nor is it possible for a game to work for everyone.
Apparently a lot of people, or damn near every RPG wouldn't feel the need to point it out in their advice section.
Certainly, by your ideas of design it's crappy. But it seems to work for a lot of people, and win a few awards, so maybe your ideals aren't the objective values you seem to think they are. |
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#363
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
you're always making everything binary, an either/or choice. black or white, ketchup or mustard, good analogy or complete fallacy. the flying example is an obvious exaggeration, and you're certainly more likely to become a fair and consistent GM by reading that you should be one than you are to be able to fly because you read you could. that doesn't mean that flying is a bad example--just an exaggerated one. it's not false, it's overblown to make the flaws more obvious. when i create an image for a webpage i'm designing, i usually work at 200% or more magnification so that i can more easily see where i screwed up. the principle i referred to--that being told you can do something doesn't automatically empower you to do that thing--does indeed apply to both examples, which makes it a non-fallacy.
yeah, but the differentiation here is between good GMs and everybody else. which goes back to the point i keep harping on, about the responsibility of the game to be easy to use. SR4 is not easy to use--it's easy to work around. those are two completely different things. re: my ideas of crappy--Windows is a really popular operating system. that doesn't make it non-crappy. |
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#364
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Dude, the differentiation is between loose and tight. to use your Windows analogy, it's telling someone that if they don't like SR4 (Windows) so badly that they won't play it, they should try something else (command line Linux or Mac perhaps).
But yes, I do believe fully that if someone doesn't read the book and follow what it says, they're a bad GM for that game. I'm sorry if you think your example was valid even though it was porly chosen and by your own admission overblown to exaggerate flaws. If I take a picture of someone and black out the teeth to exaggerate the flaw of that tiny gap, is it still a good picture of them? No. Depending on how exaggerated it was (and your example was insanely exaggerated) you may not even be able to recognize the face. Certainly you can't look at someone trying to fly and think "oh, there goes a guy trying to GM." Maybe if you could provide some actual examples of the system creating a bad GM instead of "well, he's gotta think, and so he'll screw up." Or perhaps an example of how the systemn forces inconsistency and unfairness. If you can't, then it comes back to GM skill. A GM will be as consistent as he wants to be, and as fair as he wants to be. Apparently YMMV, but that's what my decades of gaming have shown me, in loose and tight systems. The only people I hear complaining about loose systems are the ones with horror stories, sure in the "knowledge" that GMs are just waiting for the slighest slip up to become bad GMs. It's crap. It's projection at it's worst. It's assuming that because either you or people who have terrorized you from the GM seat can't make a good game with loose rules, that nobody can. If you like the game, play it. If you don't like it, don't play it. If you like the rules, use them. If you don't like the rules, don't use them or change them. It seems blindingly obvious to me. What's stuck in your eye and not letting you see it? |
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#365
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
I don't think it's a matter of having to see it one way or the other. Just like anything else in gaming, it's 100% subjective even when it looks like it's not. We all have our preferences, and rarely are they 100% the same.
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#366
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Exactly.
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#367
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 ![]() |
As long as you do not state that the blindingly obvious as a canon rule unless it really is a canon rule. Then it is not a case of what's in my eye but what AR sim are you running and how can I avoid it? As long as the exaggeration can happen according to the rules(whether it be by the GM or by a player), it doesn't matter whether you like it or not. If every answer to a game mechanic question was "if you don't like it, change it if you are the GM" then why bother even posting the question or answering it. |
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Moving Target ![]() ![]() Group: Members Posts: 476 Joined: 30-December 03 From: Fresno, CFS: taking out one durned furriner at a time. Member No.: 5,940 ![]() |
Look, the setting is one of the greatest of any rpg's I know. I wanna play in that setting, but the only main book for rules of that setting has some serious flaws which are based upon reasons that have been supported in countless examples within this thread. We're not basing our objections on opinons themselves, but upon reasons which give rise to those opinions. You're only defense is to tirelessly say it's about the differences between a loose system and a tight system and personal preference therein. You give no reasons for your position, but state it endlessly.
It was valid. If the premises are true (that being told you can do something), and the conclusion is correctly inferred from that premise (does not necessarily mean you can do it), is what makes an arguement valid. If you wish to disagree with centuries of western logic, go right ahead. Still doesn't make your opinion right.
You're putting the cart before the horse. The system does not make a good GM or a bad GM. But the system can mitigate the impact of a bad GM, while not hindering a good GM. Look, mathmatically, this is obvious. Let X equal a percent of how often the GM makes a good call. The higher the number, the better the GM is. Now for every call the GM makes, there is X chance of it being a good call. And if another call, the chance of both calls being good are X times X, or X squared. A third call becomes X cubed and so on. So, let's take an extrordinary GM, who makes a good, fair, and consistant call 95% of the time. I'm certainly not that good, but I rather doubt anyone can be that close to perfect anyways. Now, over the course of a gaming night, lets say he has to make 10 calls. This is a fairly conservative number, but let's use it to illustrate a point: 95% raised to the 10th is 59.87%. That means there's a 40% chance that our extrodinary GM has made a mistake somewhere in the course of the game. Now in a good gaming group, that 40% chance to make a mistake isn't going to really hurt the game, but it may bog the game down for five minutes while people either check books, make their case one way or another, or the GM thinks about his decision. Now let's take a more average GM, say he makes three good calls out of every four, 75%. Now, lets put him in the SR4 system that has him making calls, whether on thresholds or rule clarifications, or even just fudging a bit because the system gives little advice in a situtation. He does this 30 times over the course of a night. You know the chance of him making it through an entire session without making a bad call? 0.0018%, or less than one chance in five thousand. I don't like those odds. Maybe you do. This is the point of opinion. Not the fact that every call the GM makes has the potential for being an unfair, inconsistant, or bad call.
You certainly don't listen very well if that's all your hearing. You know what's crap? You're assuming that everyone who speaks up are those recounting "horror" stories. In fact I'd hafta say my gaming career has been relatively benign. I never had a killer GM, I never had a horrible GM. I've had some really average ones, but no GM has made me want to walk away from the table (players on the other hand...). You are assuming everyone has this 'kneejerk' reaction to what you define as a 'loose' system. You mention the WoD as another 'loose' system, but the reasons stated has nothing to do with the 'loose'-ness of the WoD. The WoD is simple and consistant. SR4 has shown itself to be only as consistant as the GM that runs it. And that is why it's a bad system. And yes, I'm going to use the Oberoni Fallacy right here because you keep making it. We state: "The problem with the SR4 system is that it's only as consistant as the GM that runs it." You retort with: "There is no problem with the system because if a good GM runs it, the system is fine."
And if we like debating about the relative worth of those rules to find the ones we should or want to change? |
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#369
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
When did I ever say that any of this was a canon rule? The closest I've come is pointing out the GM Advice, which is, blindingly obviously, advice and not a rule.
Are we talking about the same exaggeration? The one about people learning to fly because they were told they could in a book? I fail to see how that can happen according to the rules.
I see now it's your turn to exaggerate. I never claimed that the answer to every mechanics question is "if you don't like it, change it if you are the GM." What is it with Dumpshock and people putting words in other mouths?
Do you want reasons? It's only my opinion. My reasons are probably the same reasons you draw your "it should be tighter" opinion from. I actually have stated them several times, but perhaps you did not read that far back in the thread (we have been here a while). 1) The game puts down rules, but they're loose ones. 2) This looseness allows for a group to easily play exactly what game they want rather than the game the designers decided on. 3) To use the Longshot test example: SR4 doesn't say "you can't take a longshot test if your dice pool would be at negative X." Instead they leave that up to each GM to decide. 4) No game system can cover all the bases. Some try to cover as many as they can and the holes are that much bigger. SR4 is honest up front and says, "we have to leave some holes right now, but we'll cover as many as we can." 5) tight systems are usually very stable, but they're also usually very prone to falling apart if tampered with. Loose systems are usually better accomodating to house rules because there are fewer interrule relationships to strain again with even seemingly minor changes. All of those combined (as well as a few I can't think of right now) make me enjoy the looseness of SR4. Is is a perfect system? No, and if you've been reading you'll know I've said that several times. Is loose the best way fora game to be? Not in all cases, and I've listed tight games I love (if you've been reading you'll know which extremely tight game is my favorite system ever).
The difference is that one is something that is completely unlearnable from a book (it's actually impossible, but why quibble over tiny details). The second is something that you can learn from a book, because it's all theorycraft. You'll probably need a few sessions to figure out exactly which options work best for you and your group, but you can learn almost everything you need to know about being a GM by reading. So no, the example isn't a good one, it's not even close. Maybe if the example actually bore some similarities to GMing, instead of being a physical impossibility.
You keep saying things like "you've never given your reasons." Things that the casual observer would take to mean that you've actually been reading what I'm writing. But that statement (which was wrong) coupled with this statement (which is wrong) seem to contradict you. I've said almost exactly what you just said in other posts. I've never claimed that SR4 (or indeed any system) would make or break a GM. I've never claimed that more rules won't help a GM who has problems in the rules portions of the job. My only response to the math thing is that it certainly looks good, but this is not an area where you can decide one, how good a GM is, two, how many "bad" calls are made, and three, whether the looseness of the game frees the GM up and makes his calls better or not. for some a tight game is an invitation to crapsville, because of reason number 5. In my group for instance we have four players/GMs. Everybody takes a turn in the big chair every now and then. Only one of us is a strictly-by-the-book guy. The rest of us like to tinker. One GM in particular can't even look at a game without figuring out lots of improvements he'd make if he ran it. For that type of GM a tight system is can be ruinous, because the large interrelationships between each rule make large changes painful. For GMs like that, and other personality types for who loose is better, SR4 is great. For others, they can either wrangle themselves to fit it, wrangle it to fit them, or change.
IMX that's a high number. I've never played an SR4 game where a GM was forced to make 30 calls in one evening (we usually play for at least 8 hours).
Can I play the same "I was really exaggerating, yeah... that's it" maneuver that mfb did? :) If not, then I retract the statement and replace "the only" with "it seems like the only, although not all."
Dude, really. Please join the ranks of people that read. I've never said there are no problems with the system.
Then debate away. That's what dumpshock is for. :) |
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
we call those "caricatures", and people enjoy them because they are so easy to recognize. the fact that unaided flight is impossible is, itself, irrelevant--because neither flying nor being fair and consistent are something you can suddenly do because someone told you you should do them.
sure you can. the math is scalable, that's the point. however many calls a GM makes that a given player would classify as "bad", there will be more of them in a loose game than a tight game, because a loose game will, by design, require more GM calls. if there are more calls being made, then there will be more bad calls being made.
how about a GM who doesn't allow a sniper character to take a long-range shot in the dark? "but the modifiers are right there!" complains the player. "-6 for full darkness, -3 for range, -6 for target hidden--that leaves me 3 dice! i should get to roll!" but the GM says "i don't care, it's stupid, no one could make that shot." how about a GM whose players start bumping up against the stat/skill caps? endless opportunity for screwing up there. pretty much nothing but opportunity to screw up, matter of fact. |
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Grand Master of Run-Fu ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 ![]() |
Let's go back to the Windows analogy. SR4 is kinda like WinME, To a really skilled, technically-minded specialist, ME posed no significant problems. To the crowd that consistently mistook CD-Rom slides as cupholders, it was a nightmare. What about the rest of us? Guess what, ME was a nightmare. (I've had to rip ME off two different computers now, both times with the assistance of Microsoft programmers. Not fun.) You get a really skilled GM, they can run anything, and you'll have fun. FATAL, Wraeththu, you name it. Get a crappy GM, and they won't even be able to handle easy and difficult to mess up systems like Wushu or Savage Worlds. But for the average GM, FATAL and Now, let's try the socratic method again:
Loose rules are neither fair nor predictable, since the very looseness means it can be applied dfferently in different situations. A loose rule is no rule at all. *Broad* rules are different, but you've consistently referred to the rules as "loose", and I won't insult your intelligence by assuming you don't know the difference.
If they don't want to play the game the designers wrote, why did they fork over $40 for the books? Why not write the system themselves, to best suit their own style of play?
No, it actually spells out explicitly what happens at -1, -2, etc, all the way to -X. The problem is that individual GM's don't *like* it when things get to -X becuse it dispels suspension of disbelief. This is why GM fiat is a bad thing, because you can never tell where the line will be drawn: -X +1, -X+2, -X +10, etc. Maybe it'll even be at -2. The problem here is that "suspension of disbelief" is a subjective term, and therefore cannot precicely match anyone else's levels. So, subjective = unfair to someone.
Wushu. You can cover all the bases with minimal holes, if any. At any event, that doesn't excuse a game system from trying for perfection within either a tight or broad ruleset, nor does it mean we as consumers should accept a less-than-sterling product.
Tight systems can be unstable as all hell, right out of the box. HERO is a good example of this, and FATAL takes the cake, although Shadowrun often falls in this category as well. Loose systems fall apart on their own accord, as The Last Exodus demonstrated. Broad systems, such as Savage Worlds, Truth & Justice, and Wushu, combine the best of stability while providing many options for the players. |
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 1-December 06 Member No.: 10,116 ![]() |
Personally I find SR4 VERY easy to use. It's not like... some other games (With settings I love) Like say... ohhh I dunno.. Rifts? The new 'ultimate rules' edition fixed alot of crap with it but it still contradicts itself like crazy and 'optional rules' are spread out across some 40 odd books. SR4 by comparison has a reasonably quick and easy system. A skill is rolled by using stat X and skill Y as a pool. Modifiers ABCD may apply as approprite. Add/subtract as necessary then roll the remaining dice. AIm for X# of hits or more hits than the other guy in an opposed test. End of story. Adding complexity to a system does NOT make it an easy sytem to use. Infact it makes it technically harder becaus then you have to factor in even MORE stuff. And then you have to also remember 'in the heat of the moment' that hey wait there's X modifiers that also apply and X situations that you have to roll X skills for blah blah blah blah. It can really slow down a game system. ANd alot of games are that way. That isnt to mean that a really detailed system is necessarily bad. But it doesnt allways make it 'good' either. SR4 may not be the simplest system around (Hell the simplest is flipping a bloody coin or somethign) but it's hardly ultra complex, and it does the job very well in my oppionin and I find it a hell of alot easier to keep track of than I ever foudn SR3. SR3 I found was overly complex and I still dont quite fully understand some of the SR3 Magic/Matrix rules. SR4 on the other hand I understand most of it quite well and in either case I can quite easily come up with appropriate tests on the fly without having to heavily reference the books. |
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 1-December 06 Member No.: 10,116 ![]() |
On the issue of the sniping in the dark. I hardly consider it making the "GM Bad" just because techncially the system allows it. That really depends on how realistic a game your wanting to play. I like more realistic games. Which means to me if it's pitch black and a guy is under cover. It's perfectly fair that the GM goes and says. I'm sorry but you cant do that. I'd be ok with him maybe making it a longshot test or allowing the shot if tehre's say the odd muzzleflash giving the guy away or there was some other way for the player to have a 'general idea' of where the guy is at the very least. Be it noise or something else. To me if I want a 'realistic game' a GM allowing such a shot without taking that kinda thing into consideration isnt as good as one who does. Doesnt mean I'd necessarily consider them a bad one for allowing it though. On the matter of Players starting to hit the skill/stat caps... umm how is that an issue? And how is that an opertunity to start screwing up? To me that just means the players are ready for tougher challenges, and overall are more capable of overcomming penalties that 'lesser' characters couldnt (such as making the above shot in the dark). Now in the above scenario if the idea was that 'no realism' would be applied and then the GM suddenly made such a ruling, then yes thats to a degree a bad GM call. If however the expectation was that some realism would be inforced, that's not a bad call at all thats a very good one, because then breaking that and allowing the shot when there's no indication to an effectively blind character isnt too realistic. I mean yes it is to a certain extent, certainly a blind person coudl arguably manage to shoot someone, but the odds are really kinda against it without at least -SOME- sort of decent clue to the persons location. Add in cover and their far more likely to hit said cover than the person behind it without some borderline supernatural sense. On the other hand if it was very dim lighting (as opposed to total darkness) or the player had (and used) an ability that allowed them to see in said total darkness (which is akin to being blind) such as thermovision, astral perception etc. ANd still not allowing the shot then that IS a horrible GM call and I'd definately say thats a bad GM. If the player had none of that at their disposal on the other hand. Then I'd totally disagree. So the example to me doesnt really stand up to the 'this is a bad GM! no matter what you say!' Because otherwise your group would fit into one of the aformentioned catagories. Where you all expected a really loose version of reality where people can accurately and precisely take shots at people in complete darkness. Or your more the type that thinks thats not really accurate. And maybe you decide right then and there to settle some more accurate chance based system to cover such things in the future. But that isnt a failure of the game system at all from my stand point. Thats really waht you'd call at that point an 'advanced rule system' rather than a 'basic rule system' which is al SR4 is at this poitn in time untill more books come out with said advanced rules |
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 11,410 Joined: 1-October 03 From: Pittsburgh Member No.: 5,670 ![]() |
complexity isn't what i'm talking about here. clearer guidelines for special effect called shots wouldn't make the rules more complex, per se.
it depends on a lot of things. i'm not saying the GM who disallows such a shot is making a bad call (not after i've said how much i dislike the result of those combined modifiers). i'm saying it puts the GM in a situation where it's very, very easy to make a bad call. a GM prone to making such calls is very likely to get tripped up by that situation. |
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Moving Target ![]() ![]() Group: Members Posts: 732 Joined: 1-December 06 Member No.: 10,116 ![]() |
But that is to a degree added complexity. Not much I'll certainly give you that but it -is- because then you have to take into account how many potential special effects? And then how many are you going to forget about because no one happened to think of them at the time? Players I find as a whole are allways comming up with stuff I havent thought of at all, nor had others. This being either a GM or player myself. I've also seen some GMs get nastily creative some times. I've never yet seen a rule system that can possibly take any and all 'special effects' into account. Could SR4 use more? Certainly. But I dont consider those 'basic' rules at all. More along the lines of 'advanced' rule sets. I'm hoping at least that a book comes out that does indeed cover the wider range of not quite so commonly (But common enough to make sense having predefined rules for) occurances in ranged/melee combat. God knows I"ve run into my share of situations in game systems where something I did specifically wasnt covered by the rules at all. I've -usually- however had a good GM who's either made a reasonable call on it. And by good and reasonable, at least put forth a reasonable grounds for why than made the call rather than 'just cause'. I've even had some discussions with said GMs later and while maybe the roll was 'fudged' at the time a proper house rule came out of it for later use. I may not allways (And certainly have not allways) agreed necessarily or liked the call itself but usually I find them to be fair. To me thats a good GM. One that just does everything 'because I say so' isnt quite so good. They may still make reasonable calls. But I personally feel in situations like that there should at least be some sort of discussion or reason given for the call being made as it was. Though it certainly sint the time to get into some huge discussion/argument for the sake of the game still going ahead. |
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Lo-Fi Version | Time is now: 23rd February 2025 - 03:43 PM |
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