tag:blogger.com,1999:blog-3137427717203852100.post4134009155270982979..comments2022-11-09T00:48:23.783-08:00Comments on Telluric Currents: Winning Hearts and MindsKeith Shttp://www.blogger.com/profile/00059044388944936192noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3137427717203852100.post-7393739480159496452011-11-04T12:46:52.089-07:002011-11-04T12:46:52.089-07:00@Anna: I think complex rule systems come from peop...@Anna: I think complex rule systems come from people wanting to play games with more consistent realities (that is, not as subject to the whims of a GM.) Dice help in resolving some game mechanics randomly, and a skilled GM knows when to employ them to balance appearances of GM whimsy.<br /><br />I don't mind having some mechanics. And a core percentage of those I play with want them. What I'm looking for is windows to employ aspects of the more free-form games (like those you mention.)<br /><br />DramaSystem appealed to me because of the model it uses for social interaction. It was a framework I felt I could employ to include more social elements in my game while still giving players some mechanics to grab onto (for those that need 'em.)<br /><br />@Patrick: I've heard a lot of fun stories about Fiasco. As I mentioned to Anna, I don't think one system is working for all my gaming needs (which includes my own needs and those of my players) right now. So I'm looking for elements that I might be able to combine to form a sort of Frankengame.Keith Shttps://www.blogger.com/profile/00059044388944936192noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-21075641846817145442011-11-04T08:43:04.992-07:002011-11-04T08:43:04.992-07:00I'll second that on Fiasco. It's very eas...I'll second that on Fiasco. It's very easy to run, and you can get it cheap (like 8 dollars or so). It's a great party game. <br /><br />In answer to your post, why not Fudge or Fudge on the Fly?<br /><br />http://www.fudgefactor.org/2004/05/05/fudge_on_the_fly.html<br /><br />Fudge has, as you know, been around forever. And it was designed specifically to get away from allowing the rules to impede role playing.<br /><br />I think in answer to Anna's question, complexity in rules comes mostly when players interact with the world rather than each other. Hero and GURPS, for instance, can get endlessly complex. If you want Matrix style combat or spaceship dogfighting, they can do that. Fudge, not so much. <br /><br />If you want to model physical actions, rules complexity can be your friend. If you want to model social interactions you don't need rules so much. <br /><br />Patrickmrbarkyhttps://www.blogger.com/profile/11790509969524237811noreply@blogger.comtag:blogger.com,1999:blog-3137427717203852100.post-47570507798514986562011-11-04T08:11:15.861-07:002011-11-04T08:11:15.861-07:00Quick comments and perhaps I'm missing your ma...Quick comments and perhaps I'm missing your main points (sorry, if so).....<br /><br />a. It seems from your post that game systems are becoming more complex. I see a range of systems....some more complex than others. Patrick is more familiar with the simpler ones and can throw those terms out. I think WoD is relatively simple, old and new. I'm assuming you are talking specifically about D&D rules systems? Why is there a tendency for more complexity? <br /><br />b. As someone who works with a legal code, the more complex and difficult to interpret the rules, the more everyone gets to act like a lawyer. I thought dice were supposed to add a random element to the game. If you can tweak everything to your advantage, then where's the randomness? Why have dice in the first place? Where's chance?<br /><br />c. In oWoD and nWoD and Call of C, there are no character classes. They are, to me, more like archetypes. Archetypes to me speak of personality, traits, qualities from the universal consciousness. How are you going to ACT based on your archetype as opposed to simply...oh, I'm a fighter, I get to engage in melee combat. (although I guess you can throw spells now too! ;o)<br /><br />d. Fiasco is a GM-less game I've played once. Minimum rules, true role-playing and making up a story as everyone goes along. Complete cooperation. It worked for me once....trying to set up a couple of other games before year-end, but life keeps getting in the way. It's a joy to just pretend and never know what's going to happen next....we'll see if that fun maintains. <br />http://www.bullypulpitgames.com/games/fiasco/<br />Cheers!Annahttps://plus.google.com/u/0/?tab=XX#106437661751318809554/postsnoreply@blogger.com