History of Post 1147
- 2008-10-08 19:20:11
Long post alert. Skip to the last line if you can't be bothered
I've started lumping games into three vague categories ever since reading about games design at places like RPGnet and The Forge. However the following is purely opinion about the kind of games I like to play. None of it is inherently true or false
Awful games:
Games I define as awful often tend to have rules that get in the way of the fun. They often attempt to model a reality in excruciating detail so that play slows down as you cross reference charts, modify the rolls for wind resistance, time of year, temperature, etc. If it consistently takes longer to resolve in game than it does in real life, I'm not interested. And if people defend the game by saying "You can speed things up by ignoring rule x" then why is rule x in the game? Awful games also include those that try to model reality and get it wrong. And games that are incomplete or just unplayable without 2 or more books of extra rules and /or errata. By my definition Rifts, FATAL and In Nomine (SJGames version) fall here.
Average Games:
Most games fall here. They attempt to model a reality, do so reasonably well, and the rules don't get in the way too much. But they don't actively support the type of game they aim for. By my definition D&D3.x, World of Darkness, and Shadowrun fall here
Awesome games:
By and large these games DON'T attempt to model reality in detail. They are designed for a purpose, and the rules support this purpose. Depending on the type of game, any action at all can be covered by the existing rules (eg Wushu), or any action not covered is irrelevant to the game (attempting to fire a gun or brew poison in Puppetland). By my definition the best indie games fall here. Capes, Dogs in the Vineyard, 3:16, Wushu, and My Life With Master for example.
None of this is up for debate, because what I like isn't necessarily what you like. Your Favourite Game may be in my awful pile. And the type of game I describe as awesome may be anathema to you. And for your group you're probably right :)
tl:dr - rules should support the game style not hinder it
- 2008-10-08 19:17:44
Long post alert. Skip to the last line if you can't be bothered
I've started lumping games into three vague categories ever since reading about games design at places like RPGnet and The Forge. However the following is purely opinion about the kind of games I like to play. None of it is inherently true or false
Awful games:
Games I define as awful often tend to have rules that get in the way of the fun. They often attempt to model a reality in excruciating detail so that play slows down as you cross reference charts, modify the rolls for wind resistance, time of year, temperature, etc. If it consistently takes longer to resolve in game than it does in real life, I'm not interested. And if people defend the game by saying "You can speed things up by ignoring rule x" then why is rule x in the game? Awful games also include those that try to model reality and get it wrong. And games that are incomplete or just unplayable without 2 or more books of extra rules and /or errata. By my definition Rifts, FATAL and In Nomine (SJGames version) fall here.
Average Games:
Most games fall here. They attempt to model a reality, do so reasonably well, and the rules don't get in the way too much. But they don't actively support the type of game they aim for. By my definition D&D3.x, World of Darkness, and Shadowrun fall here
Awesome games:
By and large these games DON'T attempt to model reality in detail. They are designed for a purpose, and the rules support this purpose. Depending on the type of game, any action at all can be covered by the existing rules (eg Wushu), or any action not covered is irrelevant to the game (attempting to fire a gun or brew poison in Puppetland). By my definition the best indie games fall here. Capes, Dogs in the Vineyard, 3:16, Wushu, and My Life With Master.
None of this is up for debate, because what I like isn't necessarily what you like. Your Favourite Game may be in my awful pile. And the type of game I describe as awesome may be anathema to you. And for your group you're probably right :)
tl:dr - rules should support the game style not hinder it
- 2008-10-08 19:14:06
Long post alert. Skip to the last line if you can't be bothered
I've started lumping games into three vague categories ever since reading about games design at places like RPGnet and The Forge. However the following is purely opinion about the kind of games I like to play. None of it is inherently true or false
Awful games:
Games I define as awful often tend to have rules that get in the way of the fun. They often attempt to model a reality in excruciating detail so that play slows down as you cross reference charts, modify the rolls for wind resistance, time of year, temperature, etc. If it consistently takes longer to resolve in game than it does in real life, I'm not interested. And if people defend the game by saying "You can speed things up by ignoring rule x" then why is rule x in the game? Awful games also include those that try to model reality and get it wrong. And games that are incomplete or just unplayable without 2 or more books of extra rules and /or errata. By my definition Rifts, FATAL and In Nomine (SJGames version) fall here.
Average Games:
Most games fall here. They attempt to model a reality, do so reasonably well, and the rules don't get in the way too much. But they don't actively support the type of game they aim for. By my definition D&D3.x, World of Darkness, and Shadowrun fall here
Awesome games:
By and large these games DON'T attempt to model reality in detail. They are designed for a purpose, and the rules support this purpose. Depending on the type of game, any action at all can be covered by the existing rules (eg Wushu), or any action not covered is irrelevant to the game (attempting to fire a gun or brew poison in Puppetland). By my definition the best indie games fall here. Capes, Dogs in the Vineyard, 3:16, Wushu, and My Life With Master.
None of this is up for debate, because what I like isn't necessarily what you like. Your Favourite Game may be in my awful pile. And the type of game I describe as awesome may be anathema to you.
tl:dr - rules should support the game style not hinder it