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Crusher Bob
Actually, the SMG will be shooting the bullets faster, due to its longer barrel biggrin.gif. (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)
Aku
ok, but is that actually enough to translate into a better damage code?
Ophis
Roughly thats a 25% increase in Kinetic energy (based on (v*v)mass/2). Presuming mass of the bullet is the same.
Critias
QUOTE (Aku)
ok, but is that actually enough to translate into a better damage code?

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.
Wounded Ronin
QUOTE (Critias)
QUOTE (Aku @ Aug 5 2007, 06:47 AM)
ok, but is that actually enough to translate into a better damage code?

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.

http://www.notpurfect.com/calico/carb.html

I think this is what SR needs. Jagged Alliance 2: Unfinished Business was cool enough to let you start with this gun.

Think of how much fun it would be for the sourcebook writers to have to explain to the reader about the role of barrel length versus cartridge.

Also, bonus points for you if you ever empty one of these mags and need to reload in the middle of a mission. As the JA in-game description says, use a Calico mag when you know it's going to be a long night.
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.

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.
Kagetenshi
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.

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
Fuchs
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.
Kagetenshi
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.

Burn in Hell, heretic!

wink.gif

(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
Fuchs
QUOTE (Kagetenshi)
QUOTE (Fuchs @ Aug 9 2007, 03:52 AM)
I am the GM, and my policy is to […] avoid making or changing general rules if all that is needed is a special rule.

Burn in Hell, heretic!

wink.gif

(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

Because I care only about the effects in a particular campaign. If a custom spell is balanced because the particular character using it has other drawbacks, then I don't care if it would make a cybered, biowared initiated adept with sorcery skills unbalanced.

Or, to put it in other words - I care about a campaign being consistent. If we're playing in a caribbean setting with heavy mafia and voodoo themes, then I don't need general rules for the one time the mage ends up in Alaska and we have to decide if after falling into a batch of snow the rifle he bought before still fires. That's far easier handled by a single die roll. And if three weeks later the ex-marine drops in a mudhole, then I might use a single roll, or decide that the marine was trained to keep her rifle's muzzle covered in such situations, and allow her a reaction test to put her thumb on the muzzle. Or, if the particular session saw a number of slapsticky scenes and bad luck already, I might leave that up to chance too.

In the end, I can only say it works, and keeps us (usually) from getting into arguments about situations that do not come up in our games, or not often enough to warrant spending the time needed to find a general rule for them.

(Although we do have an informal general rule that if in doubt, we roll a single d6, the higher the better, covering anything from deciding if the bed one falls through the skylight into is occupied (6: empty, 1: Angry troll couple), or just pick a skill that seems plausible and make a check.)
Kagetenshi
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 wink.gif

~J
Fuchs
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.
TheOneRonin
QUOTE (Fuchs)
We pick our gear, then look what stats it has, not the other way around.


Okay, I want to address this part first. In many cases, that's how things SHOULD go...sort of.

If I tell you that your character is going to have a street race against Vin Diesel, and I give you a choice of which car to race him with (Sports Car, Pick-up Truck, Minivan), you would probably say "Sports Car", assuming you want the biggest edge possible. You would say that without looking at the vehicle "stats" or without having to read anything about vehicles rules. Why? Because that makes sense based on the RL stuff you know. And you don't have to be a mechanic or NASCAR driver to know that the sports car is the better choice. But what happens when you lose the race, and the GM says "You should have picked the mini-van. According to page 116, it has a bigger engine, and thus more top speed and more acceleration than the Sports Car." WTF?

Or how about this scenario...you are fleeing in your GMC Bulldog and a mafia soldier is chasing you on his motorcycle. The GM says "he is going to try and sideswipe you to knock you off the road". You scoff at the idea of a motorcycle being able to run a UPS Van off the road. You roll dice and get an average number of successes, then the GM rolls a shitload of dice and beats your 4 successes with his 13. WTF? Then the GM says "according to page 127, a driver attempting a ramming test gets to add a number of dice equal to his vehicles acceleration rating, it's top speed rating, and it's maneuverability. Holy shit! The crotchrocket just ran you off the road because of shitty rules.


I firmly believe that most of the things that influence our choices should be represented in the rules. Let's see...small rooms, narrow corridors, lots of crap around/in my way...yeah, it would be silly to bring a long barreled sniper rifle with a scope. Guess what, in SR4th ed rules, it's not, In fact, a sniper rifle is actually one of the better choices, mechanically speaking. It shouldn't be. The rules should reflect WHY it isn't a good choice.



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".


So by that, I'm guessing your don't keep track of ammunition at all. So what...you only run out of bullets if you glitch? Sounds VERY Wuxia to me. It's actually counter to the way the rules are presented in the book, as well.


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.


I haven't seen a lot of balance complaints tossed around on this thread. Mostly, the discussion has been about "rules scope", and whether it is better to have more detailed rules to cover scenario resolution or it is better to have fewer rules and just wing whatever the rules don't cover.



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.


Sounds like your games really lack consistency. As a player, it would drive me batshit-insane to know that at one session, a particular tactic might work, and then completely fail in another session solely because a butterfly is flapping its wings in Bejing.

Fuchs
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.)
hyzmarca
QUOTE (Kagetenshi @ Aug 9 2007, 01:26 AM)
QUOTE (hyzmarca @ Aug 8 2007, 11:52 PM)
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.

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

Just because there are no rules for urination does not mean that a character can never pee.

There is a huge difference between restrictive rules and permissive rules and most RPGs have both.

In chess and most games with well-defined rulesets, that which is not permitted is forbidden. But such restrictiveness can only work in limited cases. It is possible to codify all the rules for every action that may occur during a chess game.

However, in criminal law an opposite approach is usually taken. That which is not explicitly forbidden is permitted. This is because no lawmaking body can reasonably codify every permissible action anyone might consider doing and attempting to do so is both absurd and an anathema to human freedom.


An RPG has competitive aspects that must be well-defined and codified to ensure harmony and creative aspects that cannot possibly be well-defined or codified.

The more codified an RPG is, the less it can accommodate creativity. The less codified an RPG is the less it can accommodate competitiveness.

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.

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.

An RPG that has well-defined rules for combat and other important competitive aspects and poorly-defined universal rules for non-competitive aspects will be able to handle both competition and creativity.

It is rather important for game designers to understand that they cannot think of every reasonable action that a character might take while also understanding that certain aspects of the game cannot work without well-defined rules. It is also important for GMs, players, and designers to understand the diference between the two.
eidolon
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.


You forgot "and causes cancer". wink.gif

Otherwise, good analysis.
mfb
edit: blah, nm
Kagetenshi
QUOTE (hyzmarca)
Just because there are no rules for urination does not mean that a character can never pee.

But it does mean that there are no mechanical effects of urination.

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.

I reject this view. Take the example of urination. If there are no rules for attempting to cross wet surfaces, for example, a player cannot have his or her character urinate on a marble floor to discourage pursuit--they may urinate, but there is no mechanical effect to this. The player's creativity is not accommodated.

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.

That is an RPG with total rules coverage. It is a RPG with very coarse rules coverage, in terms of level of detail, but that is a separate set of disadvantages.

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.

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
Critias
QUOTE (mfb)
edit: blah, nm

tl; dr
TheOneRonin
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 know how the rest of you feel about this, but I think Kage hit the nail on the head. What I want in an RPG ruleset is to have a wide array of MEANINGFUL choices, with the mechanics that go along with them. If choices A, B, and C all generate the same mechanical result, then the player really didn't have a choice in the first place.

If you rules system doesn't provide that, it's missed the boat.
Fuchs
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.
Kagetenshi
QUOTE (Fuchs)
I don't think so. The appeal is in the details, even though the result - usually dead NPC - is the same.

I think you're using a different definition of "result". If I can shoot from the hip, or I can take a good look down the sights, exhale, and squeeze the trigger, but both of them are unmodified ranged attack tests, they have the same result—an unmodified ranged attack test. If one gives me a greater rate of fire, or a shorter time to begin firing, or whatever, and the second makes me more likely to hit/do more damage/whatever, suddenly I've got a decision on my hands—a decision between two options that will, optimally, vary in terms of best choice depending on what my goals are in the immediate term.

A system with no rules for, say, taking aim results in taking aim being equivalent to shooting from the hip. It reduces overall choice, flexibility, and creativity.

(As for your later point, I reject the idea that slippery surfaces are "once in a campaign" sorts of things—you can argue whether the difference between water on a marble floor and soapy water on a marble floor should be enshrined in the rules, but that's getting into granularity)

~J
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.

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.
TheOneRonin
QUOTE (Fuchs)
I don't think so. The appeal is in the details, even though the result - usually dead NPC - is the same.


That may be the case for your game. In fact, you could probably go with your players having a generic "combat skill", and having them just describe how they use it to kill an NPC, be it 9mm between the eyes, knife to the chest, or dim-mok punch to the throat. That probably works in your group, but wouldn't remotely work with mine.

For us, the appeal is in the choices, not the details. We want to be able to make choices as to how we reach that "dead NPC" result, and we want those choices to be more meaningful than "roll X dice, get Y result, dead NPC".


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.



Like Kage said, you don't have codify every nuance, but you should have enough rules to provide more than one or two choices for reaching a particular goal. You can even have a batch of rules to cover improvisation, if you want.

TheOneRonin
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.


AHA! Now I see where you are coming from. For the record, we don't need rules to determine the "best" result. In fact, as I have been saying all along, if a rules system has a "best choice" or "best item/weapon/spell/etc" in the first place, it actually REMOVES choice. If one choice is better than all others, even if it is just most of the time, then it isn't really a choice. I want rules that clearly point out under which circumstances choice A is better than B and C, and under which circumstances it is worse than choices B and C. And I want the same for choices B and C. Even better, lets make it so that no choice is the optimum one in any given circumstances, but their utility depends entirely on how the player uses them. Oh, and we need rules to cover this, not just hand-waving.

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.


Again with the minmaxing. True min-maxing can only exist in a system where there are optimal choices, and suboptimal choices. A truly great system will have no suboptimal choices. All choices will be optimal in certain circumstances, and those circumstances should show up more frequently than once a campaign.


Let me give you an example of what I'm talking about.

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.


That's what I mean when I talk about CHOICE.
Kagetenshi
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.

But logical responses are based on mechanical differences. Gazelles engage in stotting because of mechanical effects, for example. Between two mechanically identical choices, there is no logic that can choose between them. Style is something you can use anyway.

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.

Why would you be herded into minimax, and what would be undesirable about it if you were?

~J
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.

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.
mfb
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.

fantastic. i'm glad your group has found a style that satisfies all of you. however, your way is not every way (not that i'm claiming you said that, just making my point). there are a lot of groups out there that prefer deeper mechanics. for those groups, i think it's more fair to include a complete, deep ruleset that less mechanics-oriented groups can easily ignore chunks of.
Kagetenshi
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.

But your characters aren't in the real world, they're in the game world. Things should, unless deliberately designed otherwise, act like they do in the real world if they exist there (principle of least surprise), so not doing so is a flaw of the rules.

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.

In many cases, but not all--especially with limited combat pool. TN 6, Skill 6, one shot with Take Aim and full combat pool means you expect four successes for six combat pool spent, while the same situation with two shots means you expect two and two successes with 12 combat pool spent. If they don't dodge the second case might be better damage-wise (it'll be worse if they have high Body and Armor), but it remains decidedly more expensive--especially since most characters don't have 12 combat pool to spend. Burst-fire and autofire also change the equation, as they make dodge tests harder. Sometimes there are trade-offs, other times it's a matter of knowing which option to go with in different situations.

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.

That's a problem with the content of the rules, not the quantity. Believe me, the holes in the Shadowrun rules were not unknown to me even before I started SR3R, and now that I'm actively looking for them...

Though I'll add that even this isn't true as the absolute you've framed it in. At 45 meters, the Pistol will IIRC be in Extreme range and the Assault Rifle in Short or Medium (I'm at work, so completely without my books, so don't trust my numbers). At 100 meters, the Assault Rifle will be in range and the Pistol will need to be moved 40 meters closer to even have a shot.

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.

But you're either going to have to write down what you ruled on the spot, and refer to it in the future, creating your own set of exact rules for all situations (which probably don't have the benefit of careful consideration, mathematical analysis, or extensive playtesting if you're making them on the spot--not, I'll grant, that most published rules appear to have had these benefits either), or you're going to create an inconsistent and unpredictable world. Making the same action act different ways at different times despite operating under the same conditions is the problem we have rules to avoid.

~J
TheOneRonin
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.


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
Game mechanics often do have a "best gun" and "best move".


They often do, but they don't have to. Nor should they. It should always be about choice...and sometimes, choice A will be better than choice B. But it shouldn't be better EVERY time. Again, if it is, then the game designers have dropped the ball.


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.


I agree wholeheartedly.


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.


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?
Kagetenshi
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

Unless that's a deliberate and explicit design decision. If your goal is to make a game where a human jumping in front of a speeding semi can survive that uninjured, that's fine. If the rules you choose, however, just happen to cause that, unexpectedly, your game is broken.

(The question of "how broken", of course, depends on magnitude of violation of expectations, magnitude of the effect, reach of the broken rules in the overall ruleset, the existence of other compounding issues, and the weighting of these criteria. An example of two issues like this might be 6==7 from SR3 and chance_of_glitch(n*2+1) > chance_of_glitch(n*2) from SR4--the first one is generally bigger in effect, but the second one violates expectations more--rather than a weird probability distribution that never becomes positive, you actually increase your chance of certain bad results by adding a die to your test. I may have the even and odd die counts mixed up, it's been a while since I looked at the SR4 rules)

~J
Fuchs
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?

I think the best way to explain this is that we don't play against each other. The players can expect that if their characters are competent in an area, that I'll tell them if something seems a less than smart course of action. I don't let the characters walk into a trap if just the players (but not the characters) messed up.

Or, in other words, the characters do not rely on the rules knowledge of the players.

(Also, most stuff that is ruled on the fly does not really come up more than once or twice, and the rest ends up with a house rule everyone can live with.)
Ampere
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.
Kagetenshi
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.

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
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.

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
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.

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.

~J
Ampere
QUOTE
QUOTE (ampere @ Aug 21 2007, 09:12 AM)
<snip>
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.

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.


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
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.

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.


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
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.

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.


Not true (or only true in your paradigm wink.gif ), sometimes a rule isn't known. Do you stop mid-action and look it up? Or do you wing it and look it up afterwards? Sometimes a rule is not liked, or illogical. Sometimes the rule is counter to the playstyle they are shooting for.

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.

Honestly though, these things are only true for the folks who are willing to trust a GM to run the game. If you aren't trusting, which is fine BTW, then there are other ways to play.

Drifting a game system is considered standard practice for some, and "bad" by others. While I don't mind it, you (or others may). Your comments are true for you and your style of play, but invalid from other perspectives.
Kagetenshi
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.

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
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).

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
Not true (or only true in your paradigm wink.gif ), sometimes a rule isn't known. Do you stop mid-action and look it up? Or do you wing it and look it up afterwards? Sometimes a rule is not liked, or illogical. Sometimes the rule is counter to the playstyle they are shooting for.

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
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.

Characters reasonably have some access to the rules—I use my knowledge of physics all the time for various purposes, is that metagaming? 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.

~J
Ampere
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.


Doesn't really make much difference whether it is game time or non game time. The hard part is being able to adapt and wing it on the spot because invariably, PCs do the unexpected. This leads to wandering off the pre-made plot in to no-man's land and in to areas where system knowledge may not be as solid.

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.


I think we're confusing terms. Creating/adjusting rules on the fly (improvisation)is considered a soft skill. A hard skill would be a matter of memorization or a skill you can learn in school classes. Unless I'm out in left field, which is entirely possible. Either way, as long as we're talking about the same thing it's all good.

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.


See, now this is where trust, and GM Fiat comes in. In advance of the game the players are resolved that the GM is authorized to tell the story without interruption or breaking up the story with rules arguments or any sort of dickering. (or really, they can be, or not depending on player desires)
My own preference differs from yours in that I don't want the GM or players to stop the scene and look something up. Roll a die, figure out a percentage chance and roll it. JUST KEEP GOING. Don't blow the cool scene we just spent an hour framing. Seriously, we can look up the rule later and if it is cool, heck, use it, but no matter what, don't slow down the action.

If the rule is known, and for some reason it makes no sense, isn't liked, or is otherwise not applicable, then I don't need to know as a player...I'm sticking with my character and what he/ she knows and would do, so knowing whether I'd do a bull rush maneuver or use a point of edge doesn't really matter to me. What matters is that the character is going to dive in, block a guy and try and get a shot off.

QUOTE
Characters reasonably have some access to the rules—I use my knowledge of physics all the time for various purposes, is that metagaming?


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.

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.


Not at all. I may think I have a percentage chance to accomplish a certain goal, but there are always factors outside our knowledge or awareness. Besides, there is nothing wrong with the GM assigning a percentage chance, or a die roll range to an action for success.

"Okay Bob, you want to jump that chasm. I'll say that with everything on your back and your gimpy leg, you need to roll Athletics and Strength. I'd say burn an edge now." when realistically he could reasonably use something else if it were written that way. Skipping any encumbrance rules, etc.
Kagetenshi
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.

I didn't mean I do this in-game, I do this in real life. Just like the game, the world I live in is governed by rules. I don't have a copy of the rulebook, so there's a limit to my precision, but nevertheless I have some access to the rules of, say, momentum, collisions, and conservation of momentum or energy.

Simply because it's a matter of the rules that a character with one die and no pool has a 1/6 chance of botching a test doesn't mean that the character should be totally unaware of the fact that there's a good chance of things going badly wrong if they attempt to do something. So on and soforth.

~J
Cthulhudreams
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 smile.gif
Ampere
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.


I dunno, I've had some great experiences with folks playing hackers, using their RL network security knowledge to come up with a good idea, and make a roll to see if it works. Regardless of how the system says to do it, if someone cooks up a good idea, and it sounds solid, hell, I'll let them do it.

Of course, not everyone does that though. Not everyone is as free-wheeling as a GM as I am. To each his/her own.
hyzmarca
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.
mfb
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.
Adarael
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.
mfb
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.
Adarael
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.
Kagetenshi
Yeah, the vehicle rules really aren't set up to deal with airless, featureless environments.

~J
Critias
QUOTE (Kagetenshi)
Yeah, the vehicle rules really aren't set up to deal with airless, featureless environments.

~J

Or, really, vehicles and chases and stuff, either.
Kagetenshi
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
Ampere
Actually, I've used SR4 for CBT:RPG (instead of the actual CBT:RPG) and it worked great.
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