Supplement Four
SOC-14 5K
I'm reading through an old Heroes magazine tonight, reading up on some notes the designer of the 007 rpg had written (a couple of decades ago), when a few of his words struck me within the context of Classic Traveller...
(quote)
Yes, other games are complicated so that any change requires an entire subsect of exceptions and "howevers" in order not to conflict with the established rules. This is due to the fact that a game will have different rules systems to resolve combat, skill attempts, interaction, and everything else. Often, the ystems within the game itself are incompatible.
When we were designing Bond, we made the conscious decision to base everything in the game on the Ease Factor/Quality Results system. Skills, Combat, and Interaction systems are all perfectly compatible because they are all the same.
This free-flow approach to gaming we had devised had a major bugaboo. We were relying on the free imagination of the GM and players. Usually, they are so locked into a set of rules so convoluted and specific that they cannot make up rules on the spot to cover new situation.
(end quote ... emphasis is mine)
My God! I thought when I read that. That's exactly the way I feel when people start talking about how Classic Traveller needs to be modernized--how it needs a task system--how it needs some structure.
Game companies, and the d20 system in particular, has trained gamers to be rule hounds. Game Masters (not all, but many) are not comfortable making up rules on the spot. Players look at GMs sideways when it does happen.
Heck, just recently, on these forums, someone was new CT, purchased the CD-ROM, and asked for advice. I sent him in two directions: Towards Rule 68A, which is basically the non-structured, official Classic Traveller game system; and towards the UGM, my structured task system designed specifically for CT.
Which did he pick?
The UGM.
Why?
Probably it's what he's used to.
And, this is my point...
We've gotten away from "just play it". The GM takes the ball and runs with it. Players now want "proof". How did you come up with that throw? Where's the precedent?
Are we now hemmed in by reams and reams and libraries upon libraries of d20 rules? Do we need the core rule book, the advanced rules, and all the supplemental material before we can play a role playing game.
What has happened, in this day and age, to our imaginations?
Is all this structure really necessary?
And, if structure really is that necessary, then why can't we just make up the structure we need, no our own, and stick with that?
Have we been brainwashed? Culture-ized? Taught that, in order to have a great rpg, we need all of these official rules upon rules upon rules?
I sometimes see aversion from new players to Classic Traveller because it does come off as less structured than a d20 rpg published last week under the OGL. And, that's always amazed me...until I read the article above tonight.
Are we experiencing a loss of imagination due to these rules-thick rpgs?
(quote)
Yes, other games are complicated so that any change requires an entire subsect of exceptions and "howevers" in order not to conflict with the established rules. This is due to the fact that a game will have different rules systems to resolve combat, skill attempts, interaction, and everything else. Often, the ystems within the game itself are incompatible.
When we were designing Bond, we made the conscious decision to base everything in the game on the Ease Factor/Quality Results system. Skills, Combat, and Interaction systems are all perfectly compatible because they are all the same.
This free-flow approach to gaming we had devised had a major bugaboo. We were relying on the free imagination of the GM and players. Usually, they are so locked into a set of rules so convoluted and specific that they cannot make up rules on the spot to cover new situation.
(end quote ... emphasis is mine)
My God! I thought when I read that. That's exactly the way I feel when people start talking about how Classic Traveller needs to be modernized--how it needs a task system--how it needs some structure.
Game companies, and the d20 system in particular, has trained gamers to be rule hounds. Game Masters (not all, but many) are not comfortable making up rules on the spot. Players look at GMs sideways when it does happen.
Heck, just recently, on these forums, someone was new CT, purchased the CD-ROM, and asked for advice. I sent him in two directions: Towards Rule 68A, which is basically the non-structured, official Classic Traveller game system; and towards the UGM, my structured task system designed specifically for CT.
Which did he pick?
The UGM.
Why?
Probably it's what he's used to.
And, this is my point...
We've gotten away from "just play it". The GM takes the ball and runs with it. Players now want "proof". How did you come up with that throw? Where's the precedent?
Are we now hemmed in by reams and reams and libraries upon libraries of d20 rules? Do we need the core rule book, the advanced rules, and all the supplemental material before we can play a role playing game.
What has happened, in this day and age, to our imaginations?
Is all this structure really necessary?
And, if structure really is that necessary, then why can't we just make up the structure we need, no our own, and stick with that?
Have we been brainwashed? Culture-ized? Taught that, in order to have a great rpg, we need all of these official rules upon rules upon rules?
I sometimes see aversion from new players to Classic Traveller because it does come off as less structured than a d20 rpg published last week under the OGL. And, that's always amazed me...until I read the article above tonight.
Are we experiencing a loss of imagination due to these rules-thick rpgs?