I'm VERY late to this party, so excuse me if I'm dredging here, but I really like what I've been reading. Not only did this thread survive three whole pages staying on topic with no flaming, there wasn't even heated disagreement, but rather a very open discussion where everyone saw every other persons opinion! I'm so damned proud!
Quickly, I was going through my back catelogue of designs, and came across an adventure game of all things, that was post apoc. I wanted to introduce combat, and had to ask "how do you make a combat system but within the conventions of an old school adventure game?" On that, I started thinking of a number-less system for my current project, and passing this on to Saint...
... he surprisingly shot me down...
Saint_Proverbius: Fuck that.
...proceeded to make a meaningful comparison that really helped me...
Saint_Proverbius: "Numberless systems are cool" is about the same as saying, "I'm a retarded moron."
...but gave no reasons why he's so pro-stat...
Saint_Proverbius: Do a search on RPG Codex. There's a bunch of threads about how retarded an idea it is.
...I did...
...which lead me to find this, and I'm happy with the direction, and only hoped more was 'hashed' out for a refined system. Not only was Ismaul eloquent, he practically stated in its entirety what I wanted to discuss. Both him and Roleplayer maintained the strongest points of view countering eachother, yet finding a common ground.
One small thing that people I dont feel were getting was the concept of 'number-less'. The system of course DOES have numbers for the sake of computation, but is masked from the player. Its "goal" is to remove the XP farming/powergaming/spreadsheet style of gameplay which makes "roleplaying" less about being a character and more about being a selection of statistics. Stats exist now because pnp stats existed on paper simply because 'something' had to track the experiences of the player. Computers can do that just fine.
One thing computers can do better is deliver overt methods other than numbers. I'm an animator as my 'day-job', and one fun aspect of the job is taking the character/creature, giving it character and making sure I can convey that through pantomime(animation). I'm acting out not only the explicit motion, but the underlying idiosyncrasies of that character. This ends up being very satisfying as the creature is now more alive. A functional "attack" animation is one thing, but the fluid but ravaging ape like pummeling of an enraged beast is another. Animation is one vital method to convey skill, along side being emotive and narrative. We can exploit the visual benefits we gain from playing on a computer.
The one thing that is repeated in practically any discussion that is had about gaming is the idea that precedence precedes innovation; that design somehow isn't malleable or flexible. Realise that any concept is not at the mercy of a failed implementation that has come before. We're free in to invent and to create and even re-create. I'd love to see this discussion go further. Breaking with some convention might just be very refreshing, regardless of what my long time buddy says! :D
Cheers
Quickly, I was going through my back catelogue of designs, and came across an adventure game of all things, that was post apoc. I wanted to introduce combat, and had to ask "how do you make a combat system but within the conventions of an old school adventure game?" On that, I started thinking of a number-less system for my current project, and passing this on to Saint...
... he surprisingly shot me down...
Saint_Proverbius: Fuck that.
...proceeded to make a meaningful comparison that really helped me...
Saint_Proverbius: "Numberless systems are cool" is about the same as saying, "I'm a retarded moron."
...but gave no reasons why he's so pro-stat...
Saint_Proverbius: Do a search on RPG Codex. There's a bunch of threads about how retarded an idea it is.
...I did...
...which lead me to find this, and I'm happy with the direction, and only hoped more was 'hashed' out for a refined system. Not only was Ismaul eloquent, he practically stated in its entirety what I wanted to discuss. Both him and Roleplayer maintained the strongest points of view countering eachother, yet finding a common ground.
One small thing that people I dont feel were getting was the concept of 'number-less'. The system of course DOES have numbers for the sake of computation, but is masked from the player. Its "goal" is to remove the XP farming/powergaming/spreadsheet style of gameplay which makes "roleplaying" less about being a character and more about being a selection of statistics. Stats exist now because pnp stats existed on paper simply because 'something' had to track the experiences of the player. Computers can do that just fine.
One thing computers can do better is deliver overt methods other than numbers. I'm an animator as my 'day-job', and one fun aspect of the job is taking the character/creature, giving it character and making sure I can convey that through pantomime(animation). I'm acting out not only the explicit motion, but the underlying idiosyncrasies of that character. This ends up being very satisfying as the creature is now more alive. A functional "attack" animation is one thing, but the fluid but ravaging ape like pummeling of an enraged beast is another. Animation is one vital method to convey skill, along side being emotive and narrative. We can exploit the visual benefits we gain from playing on a computer.
The one thing that is repeated in practically any discussion that is had about gaming is the idea that precedence precedes innovation; that design somehow isn't malleable or flexible. Realise that any concept is not at the mercy of a failed implementation that has come before. We're free in to invent and to create and even re-create. I'd love to see this discussion go further. Breaking with some convention might just be very refreshing, regardless of what my long time buddy says! :D
Cheers