<BLOCKQUOTE>quote:</font><HR>Originally posted by The Shoveller:
Oh Lord, here come the White Wolf people...
RPGs are not just supposed to be interactive fiction. RPG rules systems are supposed to be a reasonable SIMULATION of a topic.
[snip]
To play a role well, that "reality" must be simulated effectively. Minimalist systems don't do that whatsoever.
<HR></BLOCKQUOTE>
Funny, Even as a kid (aged 10 when I started) it was as much about "Life, Love, and Likeability" as it was "getting the kills" or "simulating anything". The group I played with as a kid explored aspects of our personalities using D&D (not AD&D, which had JUST come out.
In High School, I found Traveller. We told good stories. To hell with the rules, the setting, the mechanics, so long as the story was good. This philosophy has meant that, oover the last 22 years, I've never had a problem keeping decent players... I craft a good interactive fiction for them, with people to interact with (and some to interact violently with). We, the players, knew only CG and "Roll 2d and add skill". Everything was story. See my topic in the Characters forum for an example of the stories and their poigniancy and memorability. Everone in that group remembers a breathless week of lunches in the Social Studies Center waiting to find out what "I" ate...
I'm not a big fan of WWG for the nature of the settings; I LIKE the engine itself; it makes decent characters quickly, is playable, and doesn't block telling a good story. It simulates just enough that common sense allows you to ignore it much of the non-combat time. In one Traveller campaign, which I ref'd, in six months of play (Weekly 6-8 hour sessions), there was only one combat scene. And we coverd 3 years character time. Rules spoke far less than setting for that game. And movers and shakers. The one combat was a Duke NPC defending his friend from a percieved threat; said threat was not truly even aa threat.
I tell stories, and use rules to make things interesting and fair. I don't "Simulate" anything in an RPG, I have tools to use, change, add, or delete as the STORY needs. Especially in Traveller.
And yeah, I've run some memorable combats (Can we say Combat Frisbee from inside a Jewelery store? A PC took on a robber, armed only with a frisbee, a wallet, and a handcomp. Armor of said PC was a lycra bikini, an imperial warrant {limited authority}, and sandals.)
Another memorable combat, the one which turned the group away from TNE, involved a Vargr PC taking 5 FGMP's in the shorts, literally, while he kicked to death the Battledress trooper shooting him. The PC had tried to escape through a ventilation shaft. The PC was fine after a few weeks to recover. I was using d10's for damage, and critical hits do double, and more to make it work.
But, in all, the rules worked. They didn't simulate reality, any more than my life-long-love, self-learned-from-the-books, MT. I'd been running CT with Bks 1-7, Striker, AHL, Mayday and Snapshot all melded. MT gave me a melding of them, that I was able to run adequately within 2 days of purchase. At least my players were happy with the stories told. They still proudly brag about their character's exploits... 14 years later.
I've run games with everything from Rolemaster to Tunnels and Trolls. My players generally don't care what rules I use, so long as they don't interfere with the story, and are easy to play.
I've run D&D 3E. It's quick, easy, nigh on intuitive, well written, visually gorgeous, and realatively cinematic. I ran some gritty sessions with it; no problem. The d20 engine doesn't interfere with story tone much. In fact, the DMG gives ideas how to shape the rules to fit story tone.
T20 may just draw enough players to traveller for me to convert them to the "One True Advanced CT" (that's IMHO, BTW) known as MegaTraveller. It Will get me telling stories in the late 3i again. I will buy the base T20 book, no matter how bad, just for the info on the Domain of Antares. If the setting is good, I'll even buy the supplements.
YMMV.
------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!