hunter wrote:
"Posting deliberate misinformation only weakens your position by making it appear that you are unfamiliar with the subject you wish to discuss."
Mr. Gordon,
In a debate, the participants take opposite sides - note: 'opposite' not 'opposing' - of the same issue and then discuss said issue. The idea is not to 'prove' one viewpoint wrong or one viewpoint correct, but to use the debate to explore the issue at hand.
I was interested in sparking a friendly debate. I was wrong in not stating that I was interested in sparking a friendly debate.
Here is the 'given' for the debate I wish to kick off: Do the mechanical aspects of various RPG systems create a tendency towards certain styles of play?
I say yes. I believe in 'horses for courses'. I will use a different system to model a different setting, just as I use different wargame rules to model different types of battles. I believe that the idea of a 'generic' RPG system or a 'universal' RPG system is oxymoronic - each setting is a universe in and of itself. Just has each gaming group is an 'individual', so is each game setting.
RPG systems are where we begin. All must be tweaked, bent, or even dropped in favor of another RPG system entirely in order to create the setting and game that we wish to play at the moment. Believing that 'one size fits all' is nothing but a cop out, besides being intellectually lazy.
Please note my use of the word 'believe', that indicates that the preceding paragraphs were nothing more than my opinion.
"No classes and feats do not. [promote a certain style of play - LEW] I have seen as many cases of rampant munchkinism and blatant science-fantasy done using CT and GT as any other rule system (including d20/T20)."
So have I. I simply believe it is a shorter journey from d20/T20 to the rampant munchkinism and blantant science fantasy styles of play than it is from any other previous Traveller rules set. You can travel to that style of play from any RPG rules set. However, you are closer to that goal if you start at T20. Oh, before I forget... there is nothing 'wrong' with the rampant munchkinism and blatant science fantasy styles of play.
"It isn't the systems that do this, it is how those people prefer to play."
That is very true. Of course, some people don't know that you can play differently, some people do know that and don't care, and in all cases their choices are their choices.
"Are we supposed to become the Traveller Gestapo and stamp out any games that remotely begin to deviate from what you and I may perceive as being the only 'true' way to play the game?"
Of course not. You know me to be both a heretic and the furthest thing from a canonista. I also believe that there is no one 'true' RPG system.
"I have no objection to anyone trying to persuade another that Traveller should have a certain style and feel to it..."
And that is precisely what these threads have been all about; long time Traveller fans answering questions from people new to the setting about the 'feel' of it. If they like what they read, they use it. If they don't like what they read, they ignore it. And the play continues...
"If the person who wants to use some D&D feats in his T20 game, or wants to use some stuff from GURPS Fantasy in his GT game, well he or she is still buying Traveller stuff as well right?"
Now I understand. You believe I'm threatening your bottom line. Nothing could be further from my mind. I think T20 is an excellent idea and I hope you sell a lot of it.
"If CT (or insert your favorite version of the rules) is the ultimate personification of the game, why is it some many other people disagree?"
Because they run their own games which happen to suit their own needs? I never ran a pure CT, MT, or TNE campaign in my life as a GM. I never ran a pure D&D campaign or a pure En Garde campaign either. I never ran any RPG system 'as is' or 'straight out of the box'.
That being said, modifying certain RPG systems to meet my setting specific goals was easier if I began with a system that was closer to my goal. If I wanted nitty-gritty, I began with CT or MT. If I wanted heroic fantasy, I began with D&D.
"And BTW, if you think CT wasn't originally written to be able to run Star Wars style space opera and without the OTU in mind, you need to think again."
Score a laugh point and take a chill pill. My opinions on this matter are not a personal attack on you.
I've been involved with Traveller since the Carter Administration. The OTU isn't even mentioned in the Three LBBs and is barely mentioned in A:1 Kinunir. CT owes a great deal to the space opera style fiction of the 50s and 60s - Piper, Chandler, Heinlen, et. al. CT; or more accurately the materials GDW used to create CT, also predates 'Star Wars'. CT was meant to be a somewhat generic sci-fi RPG system. What it turned into was something entirely different however.
I've used CT to run a fantasy, Thirty Years' War, En Garde campaign. I've used CT to run an Asimov Foundation campaign. I've used CT to run a campaign set during the 1930's Chaco War. I use CT whenever I need nitty-gritty, whenever I need combat to be deadly, whenever I need PCs to be people and not superheroes. I used CT in those situations because it allowed me to start closer to my goal. I used D&D in other situations because it was closer to those other goals.
That is all I am saying; Horses For Courses. Nothing about 'better', nothing about 'worse', none of that. Just horses for courses. Use the best tool for the job and, when the job changes, change the tool.
YMMV.
Sincerely,
Larsen
"Posting deliberate misinformation only weakens your position by making it appear that you are unfamiliar with the subject you wish to discuss."
Mr. Gordon,
In a debate, the participants take opposite sides - note: 'opposite' not 'opposing' - of the same issue and then discuss said issue. The idea is not to 'prove' one viewpoint wrong or one viewpoint correct, but to use the debate to explore the issue at hand.
I was interested in sparking a friendly debate. I was wrong in not stating that I was interested in sparking a friendly debate.
Here is the 'given' for the debate I wish to kick off: Do the mechanical aspects of various RPG systems create a tendency towards certain styles of play?
I say yes. I believe in 'horses for courses'. I will use a different system to model a different setting, just as I use different wargame rules to model different types of battles. I believe that the idea of a 'generic' RPG system or a 'universal' RPG system is oxymoronic - each setting is a universe in and of itself. Just has each gaming group is an 'individual', so is each game setting.
RPG systems are where we begin. All must be tweaked, bent, or even dropped in favor of another RPG system entirely in order to create the setting and game that we wish to play at the moment. Believing that 'one size fits all' is nothing but a cop out, besides being intellectually lazy.
Please note my use of the word 'believe', that indicates that the preceding paragraphs were nothing more than my opinion.
"No classes and feats do not. [promote a certain style of play - LEW] I have seen as many cases of rampant munchkinism and blatant science-fantasy done using CT and GT as any other rule system (including d20/T20)."
So have I. I simply believe it is a shorter journey from d20/T20 to the rampant munchkinism and blantant science fantasy styles of play than it is from any other previous Traveller rules set. You can travel to that style of play from any RPG rules set. However, you are closer to that goal if you start at T20. Oh, before I forget... there is nothing 'wrong' with the rampant munchkinism and blatant science fantasy styles of play.
"It isn't the systems that do this, it is how those people prefer to play."
That is very true. Of course, some people don't know that you can play differently, some people do know that and don't care, and in all cases their choices are their choices.
"Are we supposed to become the Traveller Gestapo and stamp out any games that remotely begin to deviate from what you and I may perceive as being the only 'true' way to play the game?"
Of course not. You know me to be both a heretic and the furthest thing from a canonista. I also believe that there is no one 'true' RPG system.
"I have no objection to anyone trying to persuade another that Traveller should have a certain style and feel to it..."
And that is precisely what these threads have been all about; long time Traveller fans answering questions from people new to the setting about the 'feel' of it. If they like what they read, they use it. If they don't like what they read, they ignore it. And the play continues...
"If the person who wants to use some D&D feats in his T20 game, or wants to use some stuff from GURPS Fantasy in his GT game, well he or she is still buying Traveller stuff as well right?"
Now I understand. You believe I'm threatening your bottom line. Nothing could be further from my mind. I think T20 is an excellent idea and I hope you sell a lot of it.
"If CT (or insert your favorite version of the rules) is the ultimate personification of the game, why is it some many other people disagree?"
Because they run their own games which happen to suit their own needs? I never ran a pure CT, MT, or TNE campaign in my life as a GM. I never ran a pure D&D campaign or a pure En Garde campaign either. I never ran any RPG system 'as is' or 'straight out of the box'.
That being said, modifying certain RPG systems to meet my setting specific goals was easier if I began with a system that was closer to my goal. If I wanted nitty-gritty, I began with CT or MT. If I wanted heroic fantasy, I began with D&D.
"And BTW, if you think CT wasn't originally written to be able to run Star Wars style space opera and without the OTU in mind, you need to think again."
Score a laugh point and take a chill pill. My opinions on this matter are not a personal attack on you.
I've been involved with Traveller since the Carter Administration. The OTU isn't even mentioned in the Three LBBs and is barely mentioned in A:1 Kinunir. CT owes a great deal to the space opera style fiction of the 50s and 60s - Piper, Chandler, Heinlen, et. al. CT; or more accurately the materials GDW used to create CT, also predates 'Star Wars'. CT was meant to be a somewhat generic sci-fi RPG system. What it turned into was something entirely different however.
I've used CT to run a fantasy, Thirty Years' War, En Garde campaign. I've used CT to run an Asimov Foundation campaign. I've used CT to run a campaign set during the 1930's Chaco War. I use CT whenever I need nitty-gritty, whenever I need combat to be deadly, whenever I need PCs to be people and not superheroes. I used CT in those situations because it allowed me to start closer to my goal. I used D&D in other situations because it was closer to those other goals.
That is all I am saying; Horses For Courses. Nothing about 'better', nothing about 'worse', none of that. Just horses for courses. Use the best tool for the job and, when the job changes, change the tool.
YMMV.
Sincerely,
Larsen