mediocrepoet
Philosoraptor in Residence
Monte Cook is a moron. Only a moron would put bad choices in a system on purpose.
I haven't liked anything I've ever seen him publish.
Monte Cook is a moron. Only a moron would put bad choices in a system on purpose.
Only a moron would put bad choices in a system on purpose
I haven't liked anything I've ever seen him publish.
3rd edition is a great game. Fantastic even. Extremely unpolished of course, but a gem of system design. Making a focused 3rd was the tricky part. 3.5 and Pathfinder were constructed on the foundation of an unpolished, great design.
I don't really see where this "big picture" is supposed to come from, if not by matching together lots of little puzzle pieces and seeing what fits. The idea that good design is a hierarchical and systematic process is a myth. Inspiration isn't some all-encompassing epiphany that hits you and then you see everything clear. What you're doing de facto is thinking "this (low-level) idea is really cool", "this idea works well with that idea" or "this (high-level) idea is interesting" and bridging together the gaps. Does it work? Great. Does it suck? Refine, revamp, or trash and look for a better idea.
Excerpt from GURPS' Introduction said:GURPS stands for “Generic Universal RolePlaying System.” It was originally a joke . . . a code word to describe the game while we looked for a “real” name. Years went by – literally! – as the game developed. We never found a better name, and now that the Fourth Edition is in your hands, the name is more appropriate than ever.
“Generic.” Some people like quick, fast-moving games, where the referee makes lots of decisions to keep things moving. Others want ultimate detail, with rules for every contingency. Most of us fall somewhere in between. GURPS starts with simple rules, and – especially in the combat system – builds up to as much optional detail as you like. But it’s still the same game. You may all use it differently, but your campaigns will all be compatible.
“Universal.” I’ve always thought it was silly for game companies to publish one set of rules for fantasy, another one for Old West, another one for science fiction, and another one for super powers. GURPS is one set of rules that’s comprehensive enough to let you use any background. There are worldbooks and supplements that “fine-tune” the generic system for any game world you want. But they are still compatible. If you want to take your Wild West gun-slinger and your WWII commando fortune hunting in Renaissance Italy . . . go for it! And because that’s exactly the kind of game that so many of our fans play, the Fourth Edition adds an over-arching background created to support just such campaigns.
“RolePlaying.” This is not just a hack-and-slash game. The rules are written to make true roleplaying possible – and, in fact, to encourage it. GURPS is a game in which you take on the persona of another character – and pretend, for a little while, to bethat character.
“System.” It really is. Most other RPGs started out as a simple set of rules, and then were patched and modified, ad infinitum. That makes them hard to play. GURPS, more than ever in the Fourth Edition, is a unified whole. We’ve gone to a great deal of effort to make sure that it all works together, and it all works. GURPS will let you create any character you can imagine, and do anything you can think of . . . and it all makes sense. GURPS has been in print now for nearly 20 years. It was not designed in a vacuum; every game builds on the ones that came before.
No, I believe they think it means "everything is equal" and that's false. Balance should mean everything is useful and has trade-offs. There should never be anything in a game that you look at and decide "I would never choose that in a million years unless I was making a gimmick build to show off my skillz" or "That's so awesome I can't justify not taking it over all those inferior choices unless I'm making a gimmick build to show off my skillz."I see you still have a teenager's of average nerds concept of what 'game balance' means.
Nope, still siding with http://www.choiceofweapon.net/index.php/intelligent-design-is-sometimes-good-for-you/ and http://www.choiceofweapon.net/index.php/dd-emergent-gameplay-third-edition-style-omnificer/3rd edition is a great game. Fantastic even. Extremely unpolished of course, but a gem of system design.
D&D which is difficult to learn
You always go back to your original vision. It's pretty basic stuff. I guarantee you Sawyer and his team have a vision document they refer with constantly (my complaint is that they only have one for the game as a whole, not for the RPG system they intend to make). When you design, of course you have basic discussions like "does this work?", but you always return to your core to say "does this fit? Is this the direction we wanted to go in?"
You're accusing me of using empty buzzwords and buying hyperboled narratives, yet it is very, very clear to me that you have never, ever read GURPS and that you are pulling your arguments out of thin air. I have rarely read interviews or hear Steve talk about his system; the truth that GURPS designs its subsystems based on those four pillars comes from the fact that every. single. subsystem functions in accordance with those pillars. I'm not buying some made-up narrative, I'm reading the system and finding that it all functions according to the vision, as a unified whole.
I don't see why you insist I'm pulling these arguments out of my ass after I gave you much more empirical evidence than you gave me (oh, I dunno, almost the whole of fucking mathematics).So you see, unlike you, I'm not just pulling these arguments out of my ass. GURPS' subsystems are all generic and modular, they can all function with every single other element of the system (i.e. no system paradoxes), and it functions as a unified whole; there are no patches, it is all streamlined, and new books follow in the footsteps of old.
What you're basically saying is: WELL I GUESS THAT WAS JUST ALL RANDOM BLIND LUCK LOL.
that hits you at once, like some sort of divine inspiration.
It's something that becomes clearer as you flesh out all aspects of the game, and something that inevitably changes as you flesh out your game.
people can't just poof the higher-level vision out of nowhere and expect the pieces to magically fit themselves in place.
There's no replacement for constant experimentation and small bits of inspiration or "wouldn't it be cool if" thoughts. (Hell, it's very likely the reason you came up with these higher-level principles in the first place is that they fit with your idea of what mechanics or concrete 'things' you want the game / system to have).
Those kids definitely don't know how to make good characters that can avoid falling into the many noob traps unless you're actually telling them how (and telling isn't learning) or making content for their bad characters by easing up on them (which is what a good DM should do but once again isn't learning).My student-job is teaching and playing this game with kids from 10-15 years of age. Some with reading and learning difficulties.They learn it within an hour. Fuck off.
Those kids definitely don't know how to make good characters that can avoid falling into the many noob traps unless you're actually telling them how (and telling isn't learning) or making content for their bad characters by easing up on them (which is what a good DM should do but once again isn't learning).My student-job is teaching and playing this game with kids from 10-15 years of age. Some with reading and learning difficulties.They learn it within an hour. Fuck off.
What you're basically saying is: WELL I GUESS THAT WAS JUST ALL RANDOM BLIND LUCK LOL.
I like how I'm the one who ends up getting the backlash for using a strawman (okay that second one isn't strictly a strawman but it's still a very superficial way to represent Sawyer). M:But that is not the same as throwing random game mechanic ideas that you think would be cool into a bucket, shaking them and then producing a system out of that. Which was what I was arguing seemed to be the process behind Sawyer's system design.
'kay. If you want me to.So please, take a step back.
Mastering the system is playing well with the character you're created, which is different than knowing how to make a good character. A person who has mastered D&D can do a lot more with a gimped character than a new one who's given a great character. The purposely-bad character build options are a pointless barrier to entry that make learning the system more difficult and only serve to fuel the egos of sad sadomasochists.That is not learning a system. That is mastering a system.
don't strike me as the words of someone who's "throwing random game mechanics ideas (he thinks) would be cool into a bucket, shaking them and then producing a system out of that."There are many pitfalls to system design and I believe most designers trip those pitfalls by moving into implementation details too quickly. I believe some keys to success in system design (and for design in general) are to establish clear goals, to frame what those goals will accomplish in terms of player experience, and to continually return to those goals and player experiences to ensure that nothing was lost in the details of implementation.
...
When I look at any system, I examine both the system's design as well as the content that uses the system. I believe this is something that system designers should always do. A system is only as good as the content that makes use of it; content that fails to make use of a system (or vice versa) will always create a disappointing experience.
Stuff
don't strike me as the words of someone who's "throwing random game mechanics ideas (he thinks) would be cool into a bucket, shaking them and then producing a system out of that."
The purposely-bad character build options are a pointless barrier to entry that make learning the system more difficult and only serve to fuel the egos of sad sadomasochists.
No bro, I'm not passing the bait. You don't get to pretend you successfully convinced anyone that your banal, bad-engineering-book-level idea of system design is in any way based in reality. Either you stop at your request that we finish arguing and suffer the inevitable snappy backlash (such is the internet) or we go all the way down. Beggars can't be internet_tough_guys.jpg.An out-stretched hand isn't what it used to be, I guess.
Ah, once again claiming that someone who's getting paid to make a system is doing it as a "hobby."And again, that's without delving into the primary discussion of: Why the fuck are they wasting their dwindling resources on developing a hobby-system instead of using a free, professionally developed one?
Monte Cook said otherwise and computer role playing games are far less flexible when it comes to supporting suboptimal choices than a human being.The blatantly overpowered bullshit in D&D was not intended as such, like the purposely "bad" stuff (bad in combat maybe, but D&D is not just a combat game). Your "purposely bad" feat is another one's goldmine because he isn't playing the system like you are.
No bro, I'm not passing the bait. You don't get to pretend you successfully convinced anyone that your banal, bad-engineering-book-level idea of system design is in any way based in reality. Either you stop at your request that we finish arguing and suffer the inevitable snappy backlash (such is the internet) or we go all the way down. Beggars can't be internet_tough_guys.jpg.An out-stretched hand isn't what it used to be, I guess.
Roguey said:once again claiming that someone who's getting paid to make a system is doing it as a "hobby."
Josh Sawyer said:Generally speaking, I think most tabletop RPG systems are crummy...When I play in a tabletop game, it's usually because I like the setting/GM/players. When I GM, I adapt or modify the existing rule set or create my own.
Points for drama I guess, lol.
"all the way down", haha. Get the fuck out of here son
Points for drama I guess, lol.
"all the way down", haha. Get the fuck out of here son
Nuh-uh. I can suffer impotent attempts at critical thinking, an inability to clearly present coherent cases and a tendency to ground your arguments in facile, pearls-of-wisdom style folkore but, you know, there's nothing quite so obtuse as spitting good-natured humor in the face.
hovertext: except maybe calling someone out on that obtuseness. not classy enough for the internet.
It's great that you are just a silly newfag otherwise you would've been unlucky enough to play games like Wiz8 and JA2Grunker said:Look. It is quite simple: Video game developers are basically fan-amateurs in RPG system-development. And I have never, ever played a fan-made system that wasn't complete crap.
It's great that you are just a silly newfag otherwise you would've been unlucky enough to play games like Wiz8 and JA2Grunker said:Look. It is quite simple: Video game developers are basically fan-amateurs in RPG system-development. And I have never, ever played a fan-made system that wasn't complete crap.
It'd make you a con artist. Sawyer's been in the game industry for over a decade, has adapted D&D and SPECIAL, and worked on creating systems for multiple unreleased games (Seven Dwarves, Aliens, North Carolina). Urquhart really seems to like him (enough to quickly promote him from web designer to junior designer on IWD to lead designer on The Black Hound/Icewind Dale 2/Van Buren-after-Avellone-left and constantly giving him leadership positions since then) and he also comes highly recommended from Annie:If I convince someone to pay me for giving him medicine, does that make me a doctor?
http://www.rpgcodex.net/forums/inde...ure-the-26-best-rpgs.27585/page-5#post-630494Josh Sawyer was a lot of fun to work with in NWN2, and his matter-of-fact nature for keeping an overall design up to its proper pace is absolutely impressive (plus, the man knows him some system design).
http://www.rpgcodex.net/forums/index.php?threads/gaider.28722/page-3#post-663014IWD2 I know for sure was Sawyer's game, as well as the upcoming Aliens RPG, and trust me when I say that what he did to save NWN2 and get it out the door was nothing short of amazing (I have mad respect for Josh, and I think he's underappreciated as a designer. In my time working with the man every chat with him has been a reminder that the dude is badass and knows his shit).
The characters are fucking RAD, and I did regret that I only got a little time to work with them. But it's awesome, the systems are solid as hell, everything I've seen of it I was impressed with, and as always Josh Sawyer knows what the fuck he is doing.
Good thing Josh isn't an amateur 16-19 year old D&D player with no critical thinking skills then, see above."I think other systems are bad and I want to make my own" Is not a design vision. It is, however, exactly what every 16-19-year-old Dungeons & Dragons player state right before they create a horrendous home-brew system-abomination of their very own.
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