Skip to content
0
  • Home
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
  • Home
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Sketchy)
  • No Skin
Collapse

Wandering Adventure Party

  1. Home
  2. Uncategorized
  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.

Scheduled Pinned Locked Moved Uncategorized
ttrpg
41 Posts 11 Posters 2 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆ

    @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. ๐Ÿ˜„

    ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ 1 Reply Last reply
    0
    • Martin RundkvistM Martin Rundkvist

      @ZDL
      It's a fabled system! But I am very, very good at ignoring the system, often through actual ignorance. ๐Ÿ˜„

      ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ This user is from outside of this forum
      ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ This user is from outside of this forum
      ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆ
      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
      0
      • 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 ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ 2 Replies Last reply
        0
        • 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
          0
          • 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

              Jรผrgen HubertJ This user is from outside of this forum
              Jรผrgen HubertJ This user is from outside of this forum
              Jรผrgen 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
              • Jรผrgen HubertJ Jรผrgen 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)

                Jรผrgen 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)

                  Jรผrgen HubertJ This user is from outside of this forum
                  Jรผrgen HubertJ This user is from outside of this forum
                  Jรผrgen 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.โ€œ

                    Thought they were talking about me for a second.

                    1 Reply Last reply
                    0
                    • Jรผrgen HubertJ Jรผrgen 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! โค๏ธ

                        1 Reply Last reply
                        0
                        • Jรผrgen HubertJ Jรผrgen 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.

                          Jรผrgen 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.

                            Jรผrgen HubertJ This user is from outside of this forum
                            Jรผrgen HubertJ This user is from outside of this forum
                            Jรผrgen 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
                            • Jรผrgen HubertJ Jรผrgen 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

                              Jรผrgen 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

                                Jรผrgen HubertJ This user is from outside of this forum
                                Jรผrgen HubertJ This user is from outside of this forum
                                Jรผrgen 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 Villageโ€™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
                                0
                                • Jรผrgen HubertJ Jรผrgen Hubert

                                  @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 Villageโ€™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 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
                                  #25

                                  @juergen_hubert
                                  I get it!

                                  Rationale for the Villageโ€™s Existence: in Scandinavia, Germany and Poland, this is usually up to 3000 years in the past and forgotten. ๐Ÿ˜„

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

                                    @juergen_hubert
                                    I get it!

                                    Rationale for the Villageโ€™s Existence: in Scandinavia, Germany and Poland, this is usually up to 3000 years in the past and forgotten. ๐Ÿ˜„

                                    Jรผrgen HubertJ This user is from outside of this forum
                                    Jรผrgen HubertJ This user is from outside of this forum
                                    Jรผrgen Hubert
                                    wrote on last edited by
                                    #26

                                    @mrundkvist

                                    Though places reinvent themselves often enough. Take #Oldenburg , where I live - it used to be a remote provincial town for centuries when it belonged to the Danish crown, but in the 19th century it became the seat of a Ducal court, which had a massive impact on the character of the city.

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

                                      @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 Villageโ€™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.

                                      Graceless HippoG This user is from outside of this forum
                                      Graceless HippoG This user is from outside of this forum
                                      Graceless Hippo
                                      wrote on last edited by
                                      #27

                                      @juergen_hubert @mrundkvist

                                      I wouldn't have been able to come up with that much flavour if you gave me a week to create a map settlement.

                                      Jรผrgen HubertJ 1 Reply Last reply
                                      0
                                      • 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

                                        ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ This user is from outside of this forum
                                        ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ This user is from outside of this forum
                                        ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆ
                                        wrote on last edited by
                                        #28

                                        @mrundkvist @crabsoft I am increasingly weary of these games that think the part that needs mechanistic work is the storytelling part.

                                        crabsoftC 1 Reply Last reply
                                        0
                                        • ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆ

                                          @mrundkvist @crabsoft I am increasingly weary of these games that think the part that needs mechanistic work is the storytelling part.

                                          crabsoftC This user is from outside of this forum
                                          crabsoftC This user is from outside of this forum
                                          crabsoft
                                          wrote on last edited by
                                          #29

                                          @zdl @mrundkvist I always chalk it up to me not having a ton of experience with a wide variety of systems. I assume that there is probably a good reason to add mechanics for roleplaying but, in the back of my mind, it always feels so strange.

                                          ๐Ÿ‡จ๐Ÿ‡ฆ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ณๅผ ๆฎฟๆŽ๐Ÿ‡จ๐Ÿ‡ณ๐Ÿ‡ฉ๐Ÿ‡ช๐Ÿ‡จ๐Ÿ‡ฆZ 1 Reply Last reply
                                          0

                                          Reply
                                          • Reply as topic
                                          Log in to reply
                                          • Oldest to Newest
                                          • Newest to Oldest
                                          • Most Votes


                                          • Login

                                          • Login or register to search.
                                          Powered by NodeBB Contributors
                                          • First post
                                            Last post