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Title: Chasing that Cherry High!
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Blog Entry: I want to officially thank my players for schooling my BACK-SIDE this Friday. Really there are too many characters. I should just up the monsters and kick their asses. Truthfuly I am challenging them its just that their tactics are sound. If you have ever wondered why publisher come out with new editions here is one reason. Granted making more money is still their real motivation (something I have absolutely no issue with). It’s true; systems can get boring especially at lower levels. In rules heavy systems there are only so many possible choices and outcomes. In rules light system the possibilities can be almost infinite. When you look at games like AD&D and Castles & Crusades you really make a lot of stuff up as you go. With a good GM the world and system can stay rich and fresh almost all the time. That’s the pay off though. A common and rich rules system cuts down on arguing and if you know the system you can really take advantage of it (power gaming). In a rules light system you have to be prepared for anything and accept the knocks as they come even if you don’t like it. There is a lot more trust, surprises and fun in a rules light system. You cannot rely on the scaffolding of a system when making your decisions if the rules are light. There is no Meta gaming as we have come to understand it. Your only reference for the world around you is the one you experience in every day life. That means anything can happen at any time and your knowledge of the rules is not going to save you. I’ve been chatting with a fellow in the forums about game systems (Killer DM’s forum). He told me the best games he ever played was a game where there were almost no rules and no character sheets. They used rocks paper scissors to determine the outcome of all challenged and conflicts. I agree, I have play games like this too and they really suck you in. Granted it takes an amazing GM to pull it off and if you have a GM like that you are truly blessed. My group has my number. I like crunchy rules heavy systems. The problem is they produce consistent reliable and predictable outcomes. Learn the system and you can’t help but meta-game. There is no spontaneity or surprises. No uniqueness and eventually no fun. Like magic the gathering, it was great when it was new. After a while the only people playing it are people new to the game and those filled with nostalgia chasing that cherry high they got the first time they played.