silva wrote:Deaddm, how trustful is the opinion of someone who thinks Unknown Armies - a simplification of CoC percentile roll-under (one of the more simple and transparent resolutions, really) - is confusing and broken while finding Shadowrun 4e - with its myriad non-unified subsystems and variable modifiers tables - ok ?
I'm not a fan of roll-under systems. If your skill is 50 and your task is harder than normal, do you represent that as a bonus to your roll (adding numbers makes you more likely to fail) or as a penalty to your skill?
Point is, it's not my favorite system. So, bad example.
silva wrote:
I dont have a problem if someone points to something in a game thats broken.
You may want to amend this statement, because it appears that you do have a problem with people pointing out things that 'don't work'. You have not demonstrated that they 'do work' when this criticism has been brought up.
silva wrote:
I have a problem when someone declares a game broken because some aspect of it do not behaves in accord to someone preferred playstyle.
If you think that is what is happening, you should ignore the criticism. If someone says 'I hate ice cream because I'm lactose intolerant', you can ignore their opinion if you're not similarly lactose intolerant. It doesn't mean you will necessarily like ice cream, but it does mean that if you don't like it, it'll usually be for different reasons.
silva wrote:
See Franks assessment of Apocalypse World and you will se what Im talking about here - none of the "problems" he points to ever showed up in mine or any other table Ive seen, not in default AW nor in its multitude of hacks, from Dungeon World to Tremulus to Monsterhearts.
Except in the examples provided by the rules. Can you not see how that would be relevant?
Either bears existed as a potential problem, or they didn't. The die roll 'creating' bears that did not exist before violates expectations of causality. Some people may not have a problem with that - others do. For all your whining about 'different play styles', you seem unwilling to accept that people would consider your favorite games 'trash' because they are incompatible with their preferred play styles. Nobody has to be
be nice about you liking things that they don't. Whether it's FATE or FATAL or Magic Tea Party, people can be dismissive of your game without impacting your enjoyment of it one iota - but when they provide reasons for disliking it, you can't pretend that they just 'shit on everything you like'. That's not what they're doing. They're explaining why they don't like it.
And if the REASONS apply to the people reading the criticism (ie, the reason is 'this game doesn't function) and the person reading the criticism shares the same value (I like games that function), then the criticism is going to mean something to them. Much more than a impassioned defense that consists of 'I like it and why are you being so MEAN - don't you ever say anything nice about ANYTHING'.
Because the folks making the criticism
do say nice things about mechanics that they like.
silva wrote:deanruel87 wrote:Fuck you Cyberzombie. Fuck your perfect is the enemy of good and the DM is god bullshit. If I sit down at a table and the DM says "Unlimited Balors attack" what would happen that night is I'd tell him to fuck off and we'd play without him. Me and the rest of the players would just play another game or the same game with my character on auto-pilot while I DM'ed. I've done it before and I'd do it again..
Do you realize thats the exact reaction anyone would have in any game ? What makes you think AW players tolerate that kind of nonsense (Balors falling from yhe sky) instead of saying the GM fuck you the same way you do ?
The truth is, a good GM can make any game fun. But if you're looking for a game (as a GM or a Player), you're best off with a game that provides the tools that help make the game fun. Especially if your players want to be
empowered to make meaningful choices, they're going to have to have some understanding of the way the world works. Game rules provide a common-framework to understand not only
what is possible, but how
likely something is. Any GM can 'modify' the rules, but when it creates conflict with player expectations, the game can suffer. Now, perhaps we can agree that 'good GMs' never diverge from 'reaonable player expectations', but again, whether you're a GM or a player, having a ruleset that helps codify those expectations tends to be helpful.
If I explain that a game is set in Dragonlance, that is going to have different expectations than if the game is set in my homebrew - and in so much as players are familiar with the source material, I don't have to do as much explanation when using an established setting. The game might be BETTER in my custom setting, but it requires MORE WORK to communicate what my setting is like.
Rules are similar - having a shared ruleset means less time explaining how things work. For lots of games (and gamers), that's a big plus. Can you imagine playing a rules-lite game with no established expectations with any four random Gaming Den Posters?