Manofmanychars

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  1. Well, this thread's really an all-purpose thread for gathering people to game, it doesn't matter if they want a no-holds-barred RIFTS/Synnibar crossover or Tiddly-Winks, it's all tabletop gaming.

    The argument is just keeping it on the front page.
  2. Quote:
    Originally Posted by Agonus View Post
    My gods, man. You remind me of two friends of mine who got into a fist-fight over whether a short sword was a medium or small weapon in D&D 2nd ed.
    Because minor rules dispute=debate on the basic philosophies of RPG design and roleplaying culture in general.

    Now that is reductio ad absurdum.
  3. Quote:
    Originally Posted by docbuzzard View Post
    Yes, but introducing a new set of rules for the twinks to twink doesn't make for a roleplayer either.
    While I don't particularly mind the existence of systems which allow for mechanical creation of character background, I dislike systems which provide for a mechanical bonus for roleplaying. People will either role play their character or roll play it. The rules in question don't make a hell of a difference (in my experience). It's all on the player.

    A twink in a 'roleplaying' oriented game will just find a way to game that system to his advantage.

    Like Ninja Pirate says, a logical and consistent framework for the resolution of actions in the game is more important than rules that try to shoehorn people into roleplaying.

    I run a living campaign at the conventions in my area which uses a modification of the Spycraft system (220). You won't find many people who will go on about the wonders of roleplaying in a d20 system, but the roleplaying I get at my tables is great, and the campaign is known for it.

    Good players and GMs make for good roleplaying. Rules do not.

    I suppose I better put a big IMO around here somewhere or you'll try and cite some 'expert' and 'consensus' on why I'm wrong or something.
    Hiding behind the word "opinion" isn't a defense against being wrong.

    Every game system incentivizes certain patterns of behavior through its language and content. While playtesting 7th Sea, John Wick saw that combat just devolved into the usual Punch and Judy show of "I stand there and hit him," despite the characters being able to swing on chandeliers, jump over tables, and do the usual swashbuckly things. John Wick rewrote the combat rules to specifically mention all the crazy maneuvers you can do, rather than leave them implied (by their presence as skills). Suddenly, the players were having their characters jump and swing all over the place in combat, because they had never thought to try it until they were told that they could.

    Similarly, many RPG systems have roleplaying aids in their rules in order to incentivize more and better roleplaying.

    Take a group of average tabletop gamers. Have them play D&D. Then have them play Houses of the Blooded. 12 times out of 10, they'll roleplay more during Houses of the Blooded, because Houses of the Blooded encourages roleplaying.

    Also, I don't see how you can get so worked up at 7th Sea's Backgrounds. News flash: Backgrounds are the worst thing you can spend points on at character creation if you want more plusses, a twinker would just take more Advantages. Backgrounds are a lot of risk for not much reward (maybe an extra point of experience every other session), their sole appeal is for roleplayers, the extra experience is there so that the player doesn't feel like he wasted his character points (which are spent to make sure the player is committed to his subplot, because the GM then has to work it into the campaign).
  4. Quote:
    Originally Posted by NinjaPirate View Post
    Then it falls on those who are, to teach.

    Having them rely on rules to determine their character backgrounds and motivations, is crippling them with a crutch.

    And no, I don't believe in training wheels for bikes, either.



    -k
    So if an entire group of non-roleplayers wanted to try their hand at roleplaying, your view is that they can go suck eggs?

    Well, that explains the lack of new players these days.
  5. Quote:
    Originally Posted by NinjaPirate View Post
    I know who John Wick is, and what he contributed to the RPG hobby.

    That said, I still don't give two craps about his judgments on different types of roleplaying games. They're his opinion.

    I also don't happen to necessarily place that much credence to the opinions of the folks on RPG.net any more than I do for any other gaming group. There are far, far more roleplayers NOT on that forum than participate there.

    I will furthermore ask, why the hell would I need a special set of rules to create my character's backstory? To me it's a crutch, not an aid. It's also why I have never ever purchased any of those "character creation aid" books or guides that purport to help you round out your character. To me they make for lazy roleplaying.

    Take away the books, the dice, the paper and pencils, and as long as I can communicate I'm still a roleplayer.

    That a set of rules has sections to codify character backgrounds and other life experiences is not a metric of a good roleplaying game to me. It's that the rules are clear, provide a logical mechanical framework to resolve conflicts without getting in the way, and have an interesting setting attached.

    I can provide the rest.

    Or as my cousin once said, "Shut up about the damn rules and PLAY, asscake."



    -k
    Not everyone is a naturally good roleplayer.

    Check and mate.
  6. Quote:
    Originally Posted by Eek a Mouse View Post
    I was going to throw my hat in the ring to participate in this experiment, but after seeing how quickly it devolved into an argument about the philosophy of character generation, I think I'll stick with online gaming. At least then, if someone is a jerkwad I can copy and paste the interaction into the Rude tells thread for everyone to enjoy.
    Yes, because any form of disagreement is automatically a flamewar, and arguments on the internet mean that real-life interaction is bad.
  7. Quote:
    Originally Posted by Jet_Boy View Post
    You know? I lost a lost of respect for Wick when he said that. He began to sound a bit less like someone who loves the hobby and a little more like someone who's lost interest in a pastime.
    Hey, he cited sales numbers and convention turnouts for us, it's not like he's just making wild assumptions out of thin air. We may not like it, but we need to rethink the way we try to attract new gamers if we want to avoid what happened to comic books all those years ago (no kids infusing the hobby with new blood caused the industry to implode like a bad soufflé). Hell, this issue comes up often enough with video games, I don't see how it's so hard to believe that it's threatening tabletop gaming, as well.
  8. Quote:
    Originally Posted by Talia_Rayvyn View Post
    Awww I got excited when you said Exalted but it's just the 2nd edition core book.
    As opposed to what?

    I'd say it's a whole lot better than some sourcebook. Not everyone owns the core rules for Exalted.
  9. Quote:
    Originally Posted by Adeon Hawkwood View Post
    As for the analogy I still call Reductio ad absurdum. Scientists produced facts based on observation and repeatable results that are subject to peer review. RPG.net produces opinions based on personal observations. To equate the value of the two is absurd.
    *cough*

    For peer review, just look at any given thread there.

    As for whether or not results are repeatable, that's up for debate.
  10. So, anyway, Don't Rest Your Head is awesome, you guys should buy the giant pack of RPGs just for that. Everything else is just a bonus.
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Not at all. You questioning the RPG cred of the largest, most experienced, and most respected group of RPG gamers on the internet is, in fact, tantamount to questioning the credentials of the researchers at CERN, or the Nobel Committee, or any other group that holds similar standing in its field. RPG.net is well-known in internet circles as the first and last word on tabletop gaming. If you refuse to acknowledge their expertise, then there can clearly be no convincing you that you're wrong, as no source will ever be credible enough for you.
  12. Quote:
    Originally Posted by Agonus View Post
    You're still counting anecdotal evidence as fact.



    It's down to the players. As you said, some will pick a background purely for any rule advantage it may provide. Or they'll take one line in a narrow faction description and beat it to death during gameplay. That's part of why I hate White Wolf's Noun: the Nominative system, I think it -restricts- RP because it forces you into the pre-existing narrowly defined in-game factions.

    I still think the best aid to getting people to RP in a tabletop setting are a quality role-player or three. If someone is open to talking in-character, but hesitant to do so for whatever reason, seeing people have fun IC always helps.
    Okay, allow me to point out that, so far, my evidence happens to be the only evidence. So, I'm calling it in my favor if you can't support your side of the argument. By the way, this is exactly the sort of topic in which anecdotal evidence is credible. Also, the linked article. Respond to it.

    Here's that link again for you.

    So, now I have linked public opinion, expert opinion, and a researched article. It's time to produce or concede the point, I've fulfilled my burden of proof.
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    And you're still spouting logical fallacies, in this case Argumentum ad populum.

    All you demonstrate is that the majority of people on RPG.net support your view (and actually you don't even demonstrate that, you claim that). Any online community is, to some extent, self selecting. People tend to congregate with others who share similar viewpoints.
    Way to totally ignore the linked article, which further demolishes your position.

    Also, the only self-selection on RPG.net is tabletop RPG players. Hence the name, RPG.net. Kinda thought it was self-explanatory, there. But yeah, what does the largest online tabletop gaming community on Earth, many of whom spend much of their time reviewing RPGs (not to mention the people in the community who make RPGs, including pros like John Wick), know about RPGs?

    Next you're going to question CERN's collective knowledge of quantum physics.
  14. Quote:
    Originally Posted by Dark One View Post
    Is that Ham Master or Harn Master? Kinda hard to distinguish in italics.

    Cuz a game called Ham Master would be excellent. You master hams, either the little fuzzy kind or the tasty-with-a-brown-sugar-glaze variety, to defeat your foes.
    You could always unitalicize it when quoting me. It's Harnmaster. It promises an authentic Harnic experience.

    Also, for those interested in Don't Rest Your Head, I highly recommend the supplement, Don't Lose Your Mind. It's the game's only supplement, so you may as well get it.
  15. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It's still an argument to authority. At the end of the day it all comes down to what works for you and your group, I find people are perfectly capable of deciding on a background for their character and fitting it into their style without needing to dangle carrots in front of them (in fact, I find the idea of doing so mildly offensive).
    Well, unfortunately for your arguments, most personal accounts on RPG.net (y'know, the place where they do nothing but talk about their tabletop gaming experiences) seem to indicate that the more integrated story and gameplay become, the more the players roleplay.

    But then again, the idea that keeping plot and mechanics separate detracts from immersion isn't anything new.

    EDIT: And here's some more evidence for you.
  16. Holy Toledo!

    Check it out! It's got Harnmaster!

    Oh, and some game called Exalted. Whatever that is.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It doesn't need to have an in-game effect to have an effect. A well thought out background influences the character's personality and how they interact with the plot, you don't need rules for that.


    People will come up with backgrounds or neglect them based on their own preferences, rules don't change that. If a player doesn't care about their background and the rules force them to pick one they'll either do it at random or pick one they think will give them an in-game advantage. You can't force people to role-play.
    The experts weigh in.

    Advantage: me.
  18. But... doesn't the Power Battery take on a form appropriate and recognizable to the wielder? That's how we got the F-Sharp Bell. Maybe I'm misremembering things.
  19. Quote:
    Originally Posted by Agonus View Post
    What the samhell is chargen? o.0



    To-may-toe, to-mah-toe.

    When I make a character, I tend to go for a class, then a personality. Then I usually add in bits and pieces of the background as I go.

    In my experience, when I do make a full-on character concept ahead of time, the campaign tends to work in the opposite direction. Then I'm stuck with, say, a gritty bounty hunter working with a bunch of slacker criminals, or a blink dog (long story) in a dense city information gathering campaign.
    That's a failure at interparty communication. Maybe next time you could talk with the GM and the other players before coming up with your concept.
  20. I like Shia LeBouf, I'll admit that.

    However, without Harrison Ford, there is no Indiana Jones. Remember that TV series, Young Indiana Jones? Neither does anyone else.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Actually I have, unfortunately the campaign never really got going so I never studied the full rules.

    That's not a pure story element. A pure story element has no impact on gameplay. By having background grant extra XP it forces the GM to either incorporate elements of your background into his campaign (which he may not want to do) or tell you you can't have a particular background because it won't work with the overall campaign story.


    Sure it makes sense to decide your character's background at character creation, at the very least it's worth thinking about where do they come from and why are they adventuring. However you don't need rules to do that, as I said in my last post having background be a non-rules based system allows maximum flexibility to come up with a background without impacting your ability to build a character you enjoy playing.
    Any GM who can't work in the group's backgrounds isn't worthy of the title. If you knew the full rules behind Backgrounds, you'd know exactly what I mean. Especially since Backgrounds are only visited once every few game sessions, on average, typically in-between major adventures.

    As to your other point, if your past doesn't have any effect on you in the present, it may as well not be there. Plus, you have to keep in mind that the more the rules talk about a character's history, the more it encourages the player to do the same. Backgrounds are just general ideas, the player needs to come up with specifics. And then he needs to think about what all of that implies. The more the player is encouraged by the rules to roleplay and come up with a fully-realized character, the more likely he is to do so.
  22. Quote:
    Originally Posted by Adeon Hawkwood View Post
    That's not an issue with the system, that's an issue with the players. D&D tends to attract the people who play RPGs to just go out and hit things, other games are more popular with those who want to role-play a bit more (and there is nothing wrong with either option). However you will find players of both types playing all types of games.

    To pick one of your examples from 7th Sea you don't need an in-game "background" trait to come up with a background for your character, in fact if you have them I would argue it actually limits your choices. There are plenty of people who like to both min-max and role-play, for those people having their characters backstory affect thier in game abilities is REALLY annoying. It forces you to either not min-max or min-max your background. A separation of stats and background actually aids role-playing (IMHO) because it means you can make a character you want to play and then decide how they got their (or visa-verse depending on preference) without needing to feel that your choice of background gimped your char or that you style of play forces you into a specific back story.
    I can tell you've never played 7th Sea.

    Backgrounds in 7th Sea are just that. They are purely story elements for your character to have. They set up events that happened to your character prior to the beginning of the game, which come back as a recurring subplot until such a time as they're resolved. You earn additional experience for taking part in scenes related to your background (a return on the investment of character points you used to buy the background). When the background is resolved, you get some more bonus experience. Backgrounds can also be earned through gameplay under certain circumstances.

    A character's backstory should be decided on creation. Having Schrodinger's Past is unrealistic and is one of the main contributing factors in the overall lack of attachment many players feel for their characters. You didn't get to choose your own past, why should your character?
  23. Quote:
    Originally Posted by NinjaPirate View Post
    Shadowrun.



    I reject that categorically.

    How invested in your character you get has nothing at all to do with the game rules used.

    Rules are merely a framework. If a player chooses not to flesh out that framework with history, connections, background, breath life into it, well, that's the player's fault, not the rules.

    I play quite literally dozens of game systems. I have found this true for all of them.


    -np
    Okay, yes, Shadowrun does have a lot of books, you got me there, but the basic premise stands that most well-designed systems allow for fairly quick character creation as long as you know what you're doing. Tri-Stat might be a little time-intensive if you're keeping track of your points in your head.

    As for the second part, no, you're wrong. To quote the most grating phrase a good friend of mine uses, "You're provably wrong (seriously, what does that even mean)." Other RPGs have mechanics specifically for fleshing out your character. Going back to 7th Sea, there are Backgrounds, the Fate Deck, and some Advantages imply certain character traits. Games like that are catering to roleplayers, rather than, as John called them, "hackers". This makes it much easier to roleplay in a game like 7th Sea than D&D.

    Here's a challenge for you: go to the D&D players you know, and ask them who their characters' parents are. Ask them about their characters' lives prior to adventuring. What sort of emotional issues do their characters carry from past experiences? I doubt you'll get many detailed answers that aren't on-the-spot.

    Then do the same for the World of Darkness players you know.
  24. Quote:
    Originally Posted by NinjaPirate View Post
    There's a difference between creating a character, and optimizing a character.

    In almost all games you can in fact toss together a character in under an hour if you know the system.

    In almost all games, however, you can spend WEEKS optimizing a character.


    -np
    Or you could take the middle path, one I like to refer to as "the path of the dude who isn't lazy or an insufferable munchkin", which is when you come up with a basic idea of your character's concept, then choose things that support that concept, optimization be damned. Once you're familiar with the system, nothing short of Palladium or the bookstorm that is D&D will take over an hour.

    By the by, John Wick condemns D&D's title of the "beginner's game" primarily because it only caters to the optimizer crowd. It's great if you love to build the greatest possible character, but if you want a character that you're emotionally invested in, you're out of luck.

    Personally, I'd say the game that does the most for everyone is 7th Sea. There's more than enough material to make character optimization a real factor, while there's also a ton of stuff to get you "into" your character's story, and the rules are fairly simple, for a medium-crunch game. Plus if the new player just wants to go at it without running numbers or coming up with backstory, 7th Sea has easy chargen and a very simple premise with wide appeal you can always turn to for a story-light game: PIRATES! You can deal with mainland political intrigue some other time.