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Is it really that hard to get groups to experiment?

Started by Vegetable Protein, May 01, 2013, 05:19:57 PM

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Kaiu Keiichi

Quote from: gleichman;651537Nah.

In the 70s and 80s there was a rush of experimentation and to some degree it continued even into the 90s. It really didn't end until designers could jump on the OGL bandwagon and make more money.

+1. One only needs to look at the output of Fantasy Games Unlimited, Pacesetter and Chaosium for evidence of this.
Rules and design matter
The players are in charge
Simulation is narrative
Storygames are RPGs

Benoist

The OGL had its own share of experiments and creative works. Sure, there were lots of trite products and so on, but there were (and still are) gems for the discernible costumers. Etherscope (from Goodman Games), for one.

Vegetable Protein

Quote from: Benoist;652604The OGL had its own share of experiments and creative works. Sure, there were lots of trite products and so on, but there were (and still are) gems for the discernible costumers. Etherscope (from Goodman Games), for one.

And yet it still never produced the truly universal , non-Star Wars workhorse space opera ruleset I really needed :banghead:

Sorry, feeling frustrated about my sci fi rpg woes of late.

Phillip

Quote from: Vegetable Protein;653409And yet it still never produced the truly universal , non-Star Wars workhorse space opera ruleset I really needed :banghead:

Sorry, feeling frustrated about my sci fi rpg woes of late.
Well, what are your main unmet requirements?

At this late date, tons of things are no longer exactly new under the gaming sun but can be found somewhere in the already existing pile of rules.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Vegetable Protein

Quote from: Phillip;653418Well, what are your main unmet requirements?

At this late date, tons of things are no longer exactly new under the gaming sun but can be found somewhere in the already existing pile of rules.

Well I could have used a clean, unified, and fairly generic d20 ruleset for space opera without a media tie-in (that is to say either its own setting or practically no assumed setting).

D20 Modern/Future was messy, with pointless advanced classes and the expectation that you had to go in and figure out how to mesh the core book and the inconsistently designed supplement while also deleting stuff you didn't want.

I sometimes find myself faintly hoping for a Pathfinder Future, and I'm not really a fan of Paizo...

Anon Adderlan

Quote from: Bill;651440I know many players that have irrational restrictions on what they will usually play.

Such as,

'If it uses a d20 I don't like it'

'No Feats, I don't like it'

'No skills? wtf!?'

'Why not just use Pathfinder?'   (for every setting period)

'Couldn't recreate my exact character from previous version'


crap like that

You know, I consider myself lucky to be avoiding things like this now. It wasn't always so, and at this point I won't play with people like this, or have any objection to them deciding not to waste time at my table.

Quote from: Bill;651520What is purple prose?

I believe it's another term for RPG.net.

Bill

Quote from: Anon Adderlan;654058You know, I consider myself lucky to be avoiding things like this now. It wasn't always so, and at this point I won't play with people like this, or have any objection to them deciding not to waste time at my table.


One annoying aspect of this is the group I was referencing is a great group....once the bickering over the ideal system for an upcoming campaign is done.

Once we are actually playing the game, all is well.

everloss

Quote from: Vegetable Protein;653409And yet it still never produced the truly universal , non-Star Wars workhorse space opera ruleset I really needed :banghead:

Sorry, feeling frustrated about my sci fi rpg woes of late.

Rifts Phase World? Stars Without Number? Silhouette?
Like everyone else, I have a blog
rpgpunk

Vegetable Protein

Fun fact about Stars Without Number: He forgot the rules for surprise in combat despite referring to them elsewhere.

Other fun fact about Stars Without Number: Descending Armor class is a deal breaker for a surprising number of people (yes I'm contradicting my original post, but the circumstances were complicated so I don't think it counts).

Final fun fact: It's one of the most insightful things I've ever read on the subject of science fiction roleplaying. I love almost every page.

RPGPundit

My groups are willing to try new things all the time.  Of course, part of what helps is having a bigger pool of players rather than a single "group", it means that there will always be at least 3 or 4 players (out of a pool of about 15 steady people) who will be willing to try something new.

RPGPundit
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