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Everyone who plays RPGs oughta go read Dylan Horrocks’s short comics story, “The Physics Engine”. I’m especially thinking of [livejournal.com profile] jimhenley and [livejournal.com profile] bruceb here.

(no subject)

Date: 2009-04-08 07:43 pm (UTC)
From: [identity profile] kent-allard-jr.livejournal.com
Hmmm. Thought provoking!

I know it's not his main point, but he touched upon a common issue in RPGs: World creation (broadly or narrowly defined) is the most creative aspect of RPGs, and possibly the most important; but the work always goes into the crunch, and RPG geeks tend to give the rule system the most attention. (This is even true for people who say they don't like rules!) "What system will you use?" is usually the fist question everyone asks.

It probably has something to do with the art vs. science split he talks about, with most RPG fans being scientific types. If RPGs were founded by artists, they'd probably be more like the goofy games of the Surrealists, and I suspect the end result of the games would get more attention than the rules followed to get there.

(no subject)

Date: 2009-04-12 04:41 am (UTC)
From: [identity profile] drcpunk.livejournal.com
Hm. When [livejournal.com profile] jlighton, [livejournal.com profile] mnemex, [livejournal.com profile] ebartley, and I recently tossed around ideas, the system question was kind of irrelevant. Then again, that may be because we already knew the answer.

The first question was: What kind of setting do we want?

Swashbuckling. Okay, any flavor? Hm. Star Wars, but we could make a few tweaks...

So, the next questions were: How are we changing the world? Where and when is this set?

System? I think the plan is to rotate gming duties, and probably to use OTE or something that fits in a die bubble.

Are we focusing on art, because we're looking at world creation? Or on science, because we're saying, "Okay, we can come up with something that works better than what Lucas came up with"?

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