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  3. Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table.

Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table.

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ttrpg
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  • Martin RundkvistM Martin Rundkvist

    A computer can't avoid executing programme code. But an RPG group has endless opportunity to either forget or wilfully ignore code that's too complicated or doesn't work well.

    Si FullerS This user is from outside of this forum
    Si FullerS This user is from outside of this forum
    Si Fuller
    wrote on last edited by
    #5

    @mrundkvist I wonder if a computer game will ever be able to say "but that's stupid, let's say this happens instead". Or more importantly "that's not possible, but it's really cool, so yeah, you do it."

    Martin RundkvistM 1 Reply Last reply
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    • Si FullerS Si Fuller

      @mrundkvist I wonder if a computer game will ever be able to say "but that's stupid, let's say this happens instead". Or more importantly "that's not possible, but it's really cool, so yeah, you do it."

      Martin RundkvistM This user is from outside of this forum
      Martin RundkvistM This user is from outside of this forum
      Martin Rundkvist
      wrote on last edited by
      #6

      @si_fuller
      Or "I vaguely remember that there's detailed rules for getting shot at while partly covered, but never mind, the villain misses you."

      Si FullerS 1 Reply Last reply
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      • Martin RundkvistM Martin Rundkvist

        @si_fuller
        Or "I vaguely remember that there's detailed rules for getting shot at while partly covered, but never mind, the villain misses you."

        Si FullerS This user is from outside of this forum
        Si FullerS This user is from outside of this forum
        Si Fuller
        wrote on last edited by
        #7

        @mrundkvist I don't know if I'd call that a feature, but it is a bug I regularly rely on!

        1 Reply Last reply
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        • Martin RundkvistM Martin Rundkvist

          @ZDL
          Am I the GM? If you're lucky you will get to roll dice once in that C&S sesh. 😄

          🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
          🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
          🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦
          wrote on last edited by
          #8

          @mrundkvist The largest amount of work in C&S has nothing to do with dice. Playing a C&S mage involves huge amounts of inter-session paperwork for enchanting materials, making magick (sic) items and learning spells.

          Martin RundkvistM 1 Reply Last reply
          0
          • Martin RundkvistM Martin Rundkvist

            Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table. This is aspirational rules design. People will just forget to use most of this, because there's nothing that triggers an RPG rule beyond what people remember."

            #ttrpg

            crabsoftC This user is from outside of this forum
            crabsoftC This user is from outside of this forum
            crabsoft
            wrote on last edited by
            #9

            @mrundkvist I've certainly come to the point that mechanics have to be justified. I've got a simple system that I consider to be rules-minimal. So, if you're going to add a rule, it better model and enable something awesome, that isn't possible with less.

            Martin RundkvistM 1 Reply Last reply
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            • 🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z 🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦

              @mrundkvist The largest amount of work in C&S has nothing to do with dice. Playing a C&S mage involves huge amounts of inter-session paperwork for enchanting materials, making magick (sic) items and learning spells.

              Martin RundkvistM This user is from outside of this forum
              Martin RundkvistM This user is from outside of this forum
              Martin Rundkvist
              wrote on last edited by
              #10

              @ZDL
              It's a fabled system! But I am very, very good at ignoring the system, often through actual ignorance. 😄

              🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z 1 Reply Last reply
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              • Martin RundkvistM Martin Rundkvist

                @ZDL
                It's a fabled system! But I am very, very good at ignoring the system, often through actual ignorance. 😄

                🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
                🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
                🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦
                wrote on last edited by
                #11

                @mrundkvist It's not a system I would pick up today if I were looking at new games. But it's a system I love from the many, many, many hours of fun it has afforded me in the '80s and '90s. And the latest (5th) edition is also actually, while quite the tome, far more playable.

                Because it has precisely *two* systems: the "Skillskape" (sic) resolution system and the old-school influence system (slightly modified to work with Skillskape).

                It's actually playable without postgrad degrees!

                1 Reply Last reply
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                • crabsoftC crabsoft

                  @mrundkvist I've certainly come to the point that mechanics have to be justified. I've got a simple system that I consider to be rules-minimal. So, if you're going to add a rule, it better model and enable something awesome, that isn't possible with less.

                  Martin RundkvistM This user is from outside of this forum
                  Martin RundkvistM This user is from outside of this forum
                  Martin Rundkvist
                  wrote on last edited by
                  #12

                  @crabsoft
                  Unworkable rules are often the result of simulationist over-ambition. But the combat system in Swords of the Serpentine manages to be both unworkable AND non-simulationist.

                  It's a 2008 rules-lite system that by 2022 had mutated into a hideous bush of exceptions and odd links to the game's skill system, all because the designer wanted to insert hard-coded narrative opportunities into combat. Also unintended exploits...

                  #ttrpg

                  crabsoftC 🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z 2 Replies Last reply
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                  • Martin RundkvistM Martin Rundkvist

                    @crabsoft
                    Unworkable rules are often the result of simulationist over-ambition. But the combat system in Swords of the Serpentine manages to be both unworkable AND non-simulationist.

                    It's a 2008 rules-lite system that by 2022 had mutated into a hideous bush of exceptions and odd links to the game's skill system, all because the designer wanted to insert hard-coded narrative opportunities into combat. Also unintended exploits...

                    #ttrpg

                    crabsoftC This user is from outside of this forum
                    crabsoftC This user is from outside of this forum
                    crabsoft
                    wrote on last edited by
                    #13

                    @mrundkvist "Simulation" is code for "lazy". Game design is all about making abstractions both satisfying and fun. Calling it simulation is just refusing to do the work.

                    Martin RundkvistM 1 Reply Last reply
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                    • crabsoftC crabsoft

                      @mrundkvist "Simulation" is code for "lazy". Game design is all about making abstractions both satisfying and fun. Calling it simulation is just refusing to do the work.

                      Martin RundkvistM This user is from outside of this forum
                      Martin RundkvistM This user is from outside of this forum
                      Martin Rundkvist
                      wrote on last edited by
                      #14

                      @crabsoft
                      Or it's a yearning to do another kind of work than functional RPG design. Akin to coding a physics engine for video games.

                      LexTenebrisL 1 Reply Last reply
                      0
                      • Martin RundkvistM Martin Rundkvist

                        Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table. This is aspirational rules design. People will just forget to use most of this, because there's nothing that triggers an RPG rule beyond what people remember."

                        #ttrpg

                        Jürgen HubertJ This user is from outside of this forum
                        Jürgen HubertJ This user is from outside of this forum
                        Jürgen Hubert
                        wrote on last edited by juergen_hubert@mementomori.social
                        #15

                        @mrundkvist

                        Apropos of nothing, RPGNet currently has a thread on "Aria: Canticle of the Monomyth".

                        Link Preview Image
                        How we figured out how to play Aria: Canticle of the Monomyth | Tabletop Roleplaying Open

                        Aria: Canticle of the Monomyth promises a game where you can create a world, zoom in and out of aspects of it and speed up and slow down time as you play...

                        favicon

                        RPGnet Forums (forum.rpg.net)

                        Martin RundkvistM 1 Reply Last reply
                        0
                        • Jürgen HubertJ Jürgen Hubert

                          @mrundkvist

                          Apropos of nothing, RPGNet currently has a thread on "Aria: Canticle of the Monomyth".

                          Link Preview Image
                          How we figured out how to play Aria: Canticle of the Monomyth | Tabletop Roleplaying Open

                          Aria: Canticle of the Monomyth promises a game where you can create a world, zoom in and out of aspects of it and speed up and slow down time as you play...

                          favicon

                          RPGnet Forums (forum.rpg.net)

                          Martin RundkvistM This user is from outside of this forum
                          Martin RundkvistM This user is from outside of this forum
                          Martin Rundkvist
                          wrote on last edited by
                          #16

                          @juergen_hubert

                          "Verbose, obtuse, badly explained, badly organised, repetitive, over-complex, pretentious, but containing one phenomenally good idea. Aria should have been a milestone in the history of roleplaying games. Unfortunately, it has turned out to be a large and expensive doorstop instead. Aria is quite literally unplayable."

                          Link Preview Image
                          Aria: Canticle of the Monomyth - Wikipedia

                          favicon

                          (en.wikipedia.org)

                          Jürgen HubertJ Bookhouse.UKB 2 Replies Last reply
                          0
                          • Martin RundkvistM Martin Rundkvist

                            @juergen_hubert

                            "Verbose, obtuse, badly explained, badly organised, repetitive, over-complex, pretentious, but containing one phenomenally good idea. Aria should have been a milestone in the history of roleplaying games. Unfortunately, it has turned out to be a large and expensive doorstop instead. Aria is quite literally unplayable."

                            Link Preview Image
                            Aria: Canticle of the Monomyth - Wikipedia

                            favicon

                            (en.wikipedia.org)

                            Jürgen HubertJ This user is from outside of this forum
                            Jürgen HubertJ This user is from outside of this forum
                            Jürgen Hubert
                            wrote on last edited by
                            #17

                            @mrundkvist

                            I still have it on my bookshelf, because I am a sucker for worldbuilding tools. But I have neither run nor played it.

                            Bookhouse.UKB Martin RundkvistM 2 Replies Last reply
                            0
                            • Martin RundkvistM Martin Rundkvist

                              @juergen_hubert

                              "Verbose, obtuse, badly explained, badly organised, repetitive, over-complex, pretentious, but containing one phenomenally good idea. Aria should have been a milestone in the history of roleplaying games. Unfortunately, it has turned out to be a large and expensive doorstop instead. Aria is quite literally unplayable."

                              Link Preview Image
                              Aria: Canticle of the Monomyth - Wikipedia

                              favicon

                              (en.wikipedia.org)

                              Bookhouse.UKB This user is from outside of this forum
                              Bookhouse.UKB This user is from outside of this forum
                              Bookhouse.UK
                              wrote on last edited by
                              #18

                              @mrundkvist @juergen_hubert

                              "Verbose, obtuse, badly explained, badly organised, repetitive, over-complex, pretentious, but containing one phenomenally good idea.“

                              Thought they were talking about me for a second.

                              1 Reply Last reply
                              0
                              • Jürgen HubertJ Jürgen Hubert

                                @mrundkvist

                                I still have it on my bookshelf, because I am a sucker for worldbuilding tools. But I have neither run nor played it.

                                Bookhouse.UKB This user is from outside of this forum
                                Bookhouse.UKB This user is from outside of this forum
                                Bookhouse.UK
                                wrote on last edited by
                                #19

                                @juergen_hubert @mrundkvist

                                I have read it once. It was excellent for generating interesting dreams.

                                Martin RundkvistM 1 Reply Last reply
                                0
                                • Bookhouse.UKB Bookhouse.UK

                                  @juergen_hubert @mrundkvist

                                  I have read it once. It was excellent for generating interesting dreams.

                                  Martin RundkvistM This user is from outside of this forum
                                  Martin RundkvistM This user is from outside of this forum
                                  Martin Rundkvist
                                  wrote on last edited by
                                  #20

                                  @BOOKHOUSE
                                  Aaaaw! ❤️

                                  1 Reply Last reply
                                  0
                                  • Jürgen HubertJ Jürgen Hubert

                                    @mrundkvist

                                    I still have it on my bookshelf, because I am a sucker for worldbuilding tools. But I have neither run nor played it.

                                    Martin RundkvistM This user is from outside of this forum
                                    Martin RundkvistM This user is from outside of this forum
                                    Martin Rundkvist
                                    wrote on last edited by
                                    #21

                                    @juergen_hubert
                                    IMHO, worldbuilding tools belong on computers. But I am very interested in scenario generating tools. This is of course in line with my general unwillingness to invest in a game world beyond the needs of a given scenario.

                                    Jürgen HubertJ 1 Reply Last reply
                                    0
                                    • Martin RundkvistM Martin Rundkvist

                                      @juergen_hubert
                                      IMHO, worldbuilding tools belong on computers. But I am very interested in scenario generating tools. This is of course in line with my general unwillingness to invest in a game world beyond the needs of a given scenario.

                                      Jürgen HubertJ This user is from outside of this forum
                                      Jürgen HubertJ This user is from outside of this forum
                                      Jürgen Hubert
                                      wrote on last edited by
                                      #22

                                      @mrundkvist

                                      I dunno, I think there is something magic about a good set of random tables. For me, they really get those creative juices flowing.

                                      I buy pretty much anything from Sine Nomine Publishing, for instance, even though I am not keen on OSR rule systems as such.

                                      Martin RundkvistM 1 Reply Last reply
                                      0
                                      • Jürgen HubertJ Jürgen Hubert

                                        @mrundkvist

                                        I dunno, I think there is something magic about a good set of random tables. For me, they really get those creative juices flowing.

                                        I buy pretty much anything from Sine Nomine Publishing, for instance, even though I am not keen on OSR rule systems as such.

                                        Martin RundkvistM This user is from outside of this forum
                                        Martin RundkvistM This user is from outside of this forum
                                        Martin Rundkvist
                                        wrote on last edited by
                                        #23

                                        @juergen_hubert
                                        Yeah, I like random tables, I just don't want them to generate a world for me.

                                        I have had fun gamemastering the randomly populated wilderness hex crawl "Dark of Hot Springs Island" (2017). And I've signed up to run four sessions with it at cons this spring semester. Maybe this this is what you mean by a world generator?

                                        #ttrpg

                                        Jürgen HubertJ 1 Reply Last reply
                                        0
                                        • Martin RundkvistM Martin Rundkvist

                                          @juergen_hubert
                                          Yeah, I like random tables, I just don't want them to generate a world for me.

                                          I have had fun gamemastering the randomly populated wilderness hex crawl "Dark of Hot Springs Island" (2017). And I've signed up to run four sessions with it at cons this spring semester. Maybe this this is what you mean by a world generator?

                                          #ttrpg

                                          Jürgen HubertJ This user is from outside of this forum
                                          Jürgen HubertJ This user is from outside of this forum
                                          Jürgen Hubert
                                          wrote on last edited by
                                          #24

                                          @mrundkvist

                                          First, a disclaimer: I love worldbuilding as an expression of the #ttrpg hobby, and putting a lot of effort into this makes it easier for me to improvise setting details when the PCs go off-script.

                                          For me, random tables are a useful starting point which allow me to break out of my own habits and assumptions, similar to how I assign NPC gender randomly these days.

                                          As an example, let's say I want to add a village to the map. I use the random tables from p. 159 in "Worlds Without End" to get a basic idea of what the village is all about. I get:

                                          Rationale for the Village’s Existence: (8) "A bandit camp that went legitimate"
                                          Who runs it? (8) "A pragmatic warlord"
                                          Significant Locals: (10) "Native hedge mage"
                                          A Current Pressing Problem: (1) "Vital food stores have been lost or stolen"
                                          Local Likely to Interact with Adventurers: (3) "Gentry who wants no local gossip about their need"
                                          Interesting Things the Place Can Offer Heroes: (1) "An unusually large amount of saved coinage"

                                          And within a mere minute or two, I already have a vision of the place and some local flavor which I can use to improvise things when the PCs are poking around the place. And I can build upon these concepts and make the village more fleshed out if the PCs stay there for an extended time. I find this _tremendously_ useful.

                                          Martin RundkvistM Graceless HippoG 2 Replies Last reply
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