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If you could delete one concept in rpg design, what would it be?

Started by Balbinus, February 19, 2008, 07:23:08 PM

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Balbinus

For me it would be advancement.  I like characters to change, but advancement I think makes us too focussed on jam tomorrow rather than jam today and I think it breeds huge rules complexity.

So, death to character advancement!

What about you?

blakkie

Dice.






:haw: NOT! I love me some dice. Hrmmm, I'm going have to htink about this a lot. Because there are a lot of concepts I think are mostly fine, just often used in the wrong place or to an inappropriate extent.

Maybe random character generation? That always rubs me the wrong way. Although I haven't played Toon, and random tables are good for non-sequitur goofiness so maybe, just maybe, random PC generation would get a repreive.

D&D's rule 0 maybe? Hrmmm.
"Because honestly? I have no idea what you do. None." - Pierce Inverarity


Pierce Inverarity

Ich habe mir schon sehr lange keine Gedanken mehr über Bleistifte gemacht.--Settembrini

Ian Absentia

Tactical movement/combat.  I do love minis and hex-n-chit tactical games, but they aren't roleplaying games.  Likewise, RPGs aren't tactical games.  Sure, make separate games that are compatible (classic Traveller and Snapshot or Striker, for instance), but don't try mixing them together (D&D 3.x or Mongoose Traveller, for instance).  Make up your mind about what kind of game you want to play!

!i!

jeff37923

The idea that more complicated/complete rules equals better rules. Simplicity in rule design on the front end can solve a lot of problems during actual play.

And a special one for science fiction games, leave some wiggle room for there to be some fiction in the science fiction. I do not necessarily want my science fiction RPG to be so scientifically accurate that it makes for a boring game play environment. If I wanted a science textbook, I'd go buy it - not a game which shouldn't be held to the same standards.
"Meh."

blakkie

Quote from: BalbinusHey, my group loves random chargen, hands off!
How about we just get parallel universes so I don't have to ever risk being exposed to your crappy gaming preferences! :D
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

blakkie

Quote from: jeff37923The idea that more complicated/complete rules equals better rules. Simplicity in rule design on the front end can solve a lot of problems during actual play.
This I can really get behind. Hoist "more is always more" upon the pyre and burn it!
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

John Morrow

Quote from: BalbinusWhat about you?

Hit points escalating with level.
Robin Laws\' Game Styles Quiz Results:
Method Actor 100%, Butt-Kicker 75%, Tactician 42%, Storyteller 33%, Power Gamer 33%, Casual Gamer 33%, Specialist 17%

James Maliszewski

 

Kyle Aaron

The Viking Hat GM
Conflict, the adventure game of modern warfare
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walkerp

"The difference between being fascinated with RPGs and being fascinated with the RPG industry is akin to the difference between being fascinated with sex and being fascinated with masturbation. Not that there\'s anything wrong with jerking off, but don\'t fool yourself into thinking you\'re getting laid." —Aos

James J Skach

I always knew you had no class, walker...  :haw:

Action Points (or whatever meta-mechanic)...
The rules are my slave, not my master. - Old Geezer

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Balbinus

Quote from: blakkieHow about we just get parallel universes so I don't have to ever risk being exposed to your crappy gaming preferences! :D

Eh, to be honest I'd rather overzealously pursue you and your badwrongfun ways until you accept my position out of sheer exhaustion.

It's the internet way.

Balbinus

Quote from: blakkieThis I can really get behind. Hoist "more is always more" upon the pyre and burn it!

Me too, though James makes a good case also.

Jim-Bob's suggestion sounds undeniable, but I would hope it's not that common an issue anyway.