SerratedBiz
Arcane
- Joined
- Mar 4, 2009
- Messages
- 4,143
Yeah, because it's the Nexus that delivers the ultra-high texture nipple mods, not the modders.
Yeah, because it's the Nexus that delivers the ultra-high texture nipple mods, not the modders.
Want to have a greater PnP experience? Fuck the stats and skills and dices, let the GM take you to a magical adventure.
Except in cRPG it just doesn't work because there is no GM and computers can't really hand anything but numbers.Want to have a greater PnP experience? Fuck the stats and skills and dices, let the GM take you to a magical adventure.
Yeah, because it's the Nexus that delivers the ultra-high texture nipple mods, not the modders.
You do realise I'm talking about the Nexus modders, right? Many of them only upload their content at the Nexus because other places like Steam Workshop are 'teh evahl.'
Doesn't work like that in PnP either. Legions of freeformtards have tried to make systems that enhance roleplaying by removing the rules. They have all failed. You can't ever deepen an experience by dumbing it down, not even in PnP.Except in cRPG it just doesn't work because there is no GM and computers can't really hand anything but numbers.Want to have a greater PnP experience? Fuck the stats and skills and dices, let the GM take you to a magical adventure.
I couldn't tell if it was a man or a woman initially
Absolutely. Now, I like playing very (VERY) storyfag heavy PnP. But even if we don't roll most of the time (due to the type of scenes commonly occurring), I sure as hell wouldn't want to remove the stats and skills.Doesn't work like that in PnP either. Legions of freeformtards have tried to make systems that enhance roleplaying by removing the rules. They have all failed. You can't ever deepen an experience by dumbing it down, not even in PnP.Except in cRPG it just doesn't work because there is no GM and computers can't really hand anything but numbers.Want to have a greater PnP experience? Fuck the stats and skills and dices, let the GM take you to a magical adventure.
What you see there is a classic comment coming from a person who has never done any serious PnP roleplaying. See it all the time on the webs. You can identify them very easily.
IMO it just comes down to a really basic misunderstanding regarding what it means to roleplay. If your character has no limitations, if there is no way to tell what capacity it has to do things, you can not possibly roleplay it in any significant way.
People who have played with a number of different systems generally know this to be true. The people advocating freeform roleplaying systems for RP reasons are the Oblivion-LARPers of the PnP world, who want no limitations or rules holding their power-fantasy characters back, except that there aren't as many of them. They are a plague.
Despite what these tards say, the rules ARE a major part of the PnP experience.
But I would say certain systems (ie, DnD without houseruling) are too game-y in their approach. For example, resurrection spells are the gayest shit ever if you ask me, they're possibly THE most narratively destructive element DnD can possibly have.
Except in cRPG it just doesn't work because there is no GM and computers can't really hand anything but numbers.Want to have a greater PnP experience? Fuck the stats and skills and dices, let the GM take you to a magical adventure.
Game master: lets start the adventure, you are undefined person with unknown traits, and statistics who is attacked by Orcs.
Player:Err cast fireball on them?
Game master:You don't know that spell.
Player:What can I do.
Game master: you are undefined person with unknown traits, and statistics
Player: I attack them in melee with my best weapon.
Game master:You had punched Orc with bare hand, your hand is now broken.
Advanced no traits&stats rpg.
The idea that you need to actively fight the GM so you "win" is is almost as bad as the kind of wankery mentioned before. If you want to do that you should play a boardgame instead. It's also partially responsible for the wankery, since it's the kind of thinking that leads to it (meaning that you're in it to win the game).Another thing that rulesets do for PnP games is create a fair chance for players to actually lose. Let's be fair, if there'd be no rules, everyone would be a fucking superhero genius that can parry any blow, charm any maiden and pick any lock, simply because people don't like to fail, and if you have a group of people that never fails, you might as well just read them a fucking story about how goddamned awesome they are, because it's just going to be a linear, boring self-insertion ego parade that way. Rules, limitations and chance are the thing that actually make things interesting.
I'm not saying you're in to "win" the game, I'm saying people don't like to voluntarily lose a fight. Will a player ever let their character be killed, if there's no dice rolls to fumble or skill checks to make?The idea that you need to actively fight the GM so you "win" is is almost as bad as the kind of wankery mentioned before. If you want to do that you should play a boardgame instead. It's also partially responsible for the wankery, since it's the kind of thinking that leads to it (meaning that you're in it to win the game).Another thing that rulesets do for PnP games is create a fair chance for players to actually lose. Let's be fair, if there'd be no rules, everyone would be a fucking superhero genius that can parry any blow, charm any maiden and pick any lock, simply because people don't like to fail, and if you have a group of people that never fails, you might as well just read them a fucking story about how goddamned awesome they are, because it's just going to be a linear, boring self-insertion ego parade that way. Rules, limitations and chance are the thing that actually make things interesting.
The idea that you need to actively fight the GM so you "win" is is almost as bad as the kind of wankery mentioned before.
I would say that if the GM has a good story and a good cast, he doesn't want said characters get killed randomly, much less so than the players even.I'm not saying you're in to "win" the game, I'm saying people don't like to voluntarily lose a fight. Will a player ever let their character be killed, if there's no dice rolls to fumble or skill checks to make?The idea that you need to actively fight the GM so you "win" is is almost as bad as the kind of wankery mentioned before. If you want to do that you should play a boardgame instead. It's also partially responsible for the wankery, since it's the kind of thinking that leads to it (meaning that you're in it to win the game).Another thing that rulesets do for PnP games is create a fair chance for players to actually lose. Let's be fair, if there'd be no rules, everyone would be a fucking superhero genius that can parry any blow, charm any maiden and pick any lock, simply because people don't like to fail, and if you have a group of people that never fails, you might as well just read them a fucking story about how goddamned awesome they are, because it's just going to be a linear, boring self-insertion ego parade that way. Rules, limitations and chance are the thing that actually make things interesting.
Then where's the threat? It becomes pretty much like BioShock with its respawning machines - you know you can't lose a fight. No GM should actively want to have the cast killed, but there should be some sort of a challenge. How do you provide it to a party that has no limitations? I'm genuinely curious here, as I've not played much PnP, let alone one that has no rulesets.I would say that if the GM has a good story and a good cast, he doesn't want said characters get killed randomly, much less so than the players even.I'm not saying you're in to "win" the game, I'm saying people don't like to voluntarily lose a fight. Will a player ever let their character be killed, if there's no dice rolls to fumble or skill checks to make?The idea that you need to actively fight the GM so you "win" is is almost as bad as the kind of wankery mentioned before. If you want to do that you should play a boardgame instead. It's also partially responsible for the wankery, since it's the kind of thinking that leads to it (meaning that you're in it to win the game).Another thing that rulesets do for PnP games is create a fair chance for players to actually lose. Let's be fair, if there'd be no rules, everyone would be a fucking superhero genius that can parry any blow, charm any maiden and pick any lock, simply because people don't like to fail, and if you have a group of people that never fails, you might as well just read them a fucking story about how goddamned awesome they are, because it's just going to be a linear, boring self-insertion ego parade that way. Rules, limitations and chance are the thing that actually make things interesting.
I would say that if the GM has a good story and a good cast, he doesn't want said characters get killed randomly, much less so than the players even.
I would say that if the GM has a good story and a good cast, he doesn't want said characters get killed randomly, much less so than the players even.
Bollocks. Killing characters off is half the fun of being a gamemaster.
Here I believe Vaarna is completely wrong. It is true that GMs should not kill players. Dice and players, however, should be completely capable of killing players.Then where's the threat? It becomes pretty much like BioShock with its respawning machines - you know you can't lose a fight. No GM should actively want to have the cast killed, but there should be some sort of a challenge. How do you provide it to a party that has no limitations? I'm genuinely curious here, as I've not played much PnP, let alone one that has no rulesets.I would say that if the GM has a good story and a good cast, he doesn't want said characters get killed randomly, much less so than the players even.I'm not saying you're in to "win" the game, I'm saying people don't like to voluntarily lose a fight. Will a player ever let their character be killed, if there's no dice rolls to fumble or skill checks to make?The idea that you need to actively fight the GM so you "win" is is almost as bad as the kind of wankery mentioned before. If you want to do that you should play a boardgame instead. It's also partially responsible for the wankery, since it's the kind of thinking that leads to it (meaning that you're in it to win the game).Another thing that rulesets do for PnP games is create a fair chance for players to actually lose. Let's be fair, if there'd be no rules, everyone would be a fucking superhero genius that can parry any blow, charm any maiden and pick any lock, simply because people don't like to fail, and if you have a group of people that never fails, you might as well just read them a fucking story about how goddamned awesome they are, because it's just going to be a linear, boring self-insertion ego parade that way. Rules, limitations and chance are the thing that actually make things interesting.