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Questions for the ENnies Judge Nominees

Started by Mcrow, February 06, 2007, 03:14:18 PM

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Mcrow

Quote from: One Horse TownYeah, that was a little unclear. Sorry.

Some RPG books (or mechanics) are better, or at least different, when played rather than just read. Without playing them, is there any way for a judge to reach a judgement about the products utility without actual play experience?If so what are they?

Yes, I think you can evaluate the utility and ,most of the time, the quality of the mechanics by just reading them. Lets face it, for those who have played a lot of RPGs, there has been little in the way of RPG mechanics that is totally new for quite a while now. There are mechanics that are common to many different systems and you can use those experiences to judge games.

An example is percentile mechanics. There are many games that use percentile mechanics of some sort and most of them are just variations of the same theme.  

Also, IME, I have never had it happen where the game played a lot worse or better than it sounded when I read it. I have had it happen a few times where the game didn't play quite as good as it sounded when I read it, but not enough that it would have changed my mind about the game.

Mcrow

Quote from: Elliot WilenThis may be related to what OHT is asking but I noticed that two of the awards are for "Best Writing" and "Best Rules". First, how would you distinguish these two categories?
I have to say that I don't know if there are guidelines used for the ENnies or not on this subject.

My personal opinion is that the "Best Writing" award should be for the game that has writing in it that gets you involved in what you are reading. So you don't feel like you are just reading a technical manual. This is one part writing style, one part enthusiasm, and one part creativity. Does the writing make me want to keep reading?

"Best Rules" should be the award for the functional best rules. The rules clear, coehisive and fit the intended purpose well.

QuoteSecond, what in your opinion is good writing for an RPG? What makes good rules?
See above
QuoteHow important is innovation in deciding if rules are good?
I'm not sure if I'm convinced that there has been anything truely innovative in mechanics for a long time. I think one aspect where rules have been innovative is how rules are presented.

Innovation is not needed to make rules good. However, if the rules were truely innovative that would be big plus.

Vermicious Knid

Quote from: One Horse TownWhat is it that you are looking for when judging the worthiness of a product?

Different doesn't necessarily mean better. Agree or disagree?

What is the difference between writing a gaming product and playing one? Is there a noticeable difference between the two where RPG products are concerned? If so, what are they?

I look for a magical mix of creativity, clever execution, and "fun". All pretty subjective, but I've been told I have a good sense of such things.

Different is in fact not related to "better". A game about bunny shamans saving the world from homosexuals that used integral calculus for combat resolution would be novel, but in my opinion it would suck.

Writing a product involves an attempt to create the framework for gaming fun. Playing is exploring someone elses work. Both noble pursuits, but very different.
 

Vermicious Knid

Quote from: One Horse TownYeah, that was a little unclear. Sorry.

Some RPG books (or mechanics) are better, or at least different, when played rather than just read. Without playing them, is there any way for a judge to reach a judgement about the products utility without actual play experience? If so what are they?

I don't think you can be 100% fair without some playtesting. Which is why I intend to do a lot of it if I'm chosen. :)
 

Vermicious Knid

Quote from: Elliot WilenThis may be related to what OHT is asking but I noticed that two of the awards are for "Best Writing" and "Best Rules". First, how would you distinguish these two categories? Second, what in your opinion is good writing for an RPG? What makes good rules?

How important is innovation in deciding if rules are good?


I think you can have great writing and shit rules. The Warhammer 40K universe is an example of a product line where there is great "fluff" but the rules quality has fluctuated wildly. On the other side you have a classic boardgame like A World At War; a great rules system with none of the flavorful fluffy stuff.

Good writing is fun to read. It is entertaining and makes you want to play the game.

Good rules make it fun to play the game. Good mechanics can help create the feel of the game, while bad mechanics can take you right out of the mood.

Innovation is important and exciting. I like mechanics; I like to see people come up with new ways to play. Innovation for innovation's sake can be pure intellectual masturbation. It is a balancing act, in my opinion.
 

Crothian

Quote from: StuartWho are the candidates?

I'm one of them.  Hi!!  :D

Quote from: James McMurrayWhich do you prefer, Amber or Nobilis, and why?

Which do you prefer, nWoD or D&D 3.5, and why?

Do sales figures reflect quality, why or why not?

Nobilis but that's because I have read more about that and have a greater understanding of it.  I've yet to read the Amber novels so part of the game does not make as much sense at the moment.

Right now I'm actually enjoying nWoD more.  I've adapted Changeling the Dreaming to it and I run that for my weekly game.  I still play D&D and enjoy it but there are just more rules problems that I run into in D&D then with nWoD.

Sales Figures just represent popularity more then anything.  I know there are some small print run games and supplements I have that I love while some of the more mass market books I find to be just crud.  

Quote from: blakkieQuestion:  How do you feel about Wizards of the Coast abstaining from entering products?

I think their excuses are rather arrogant.  I hear that they either win as they should and so it's a finish as expected or a lose to someone else is just unthinkable.  Wizards does not produce the best books on the market and I think it is pretty bold of them or anyone to assume they will be nominated just for entering let alone being expected to win.  

Quote from: One Horse TownWhat is it that you are looking for when judging the worthiness of a product?

Different doesn't necessarily mean better. Agree or disagree?

What is the difference between writing a gaming product and playing one? Is there a noticeable difference between the two where RPG products are concerned? If so, what are they?

First and foremost I look for is this fun as written.  And can it be played and understood as written.  In my mind these are games to be enjoyed with my friends first.  After that I look at creativeness and how well it accomplishes what it is trying to set out to do.  

Different is just different.  I've seen RPGs that are different and just not that good and I've seen great ones that are very different.  Different alone is just not enough to mean it is better.  

I've never actually written a gaming product so I'm not sure.

Quote from: Elliot WilenThis may be related to what OHT is asking but I noticed that two of the awards are for "Best Writing" and "Best Rules". First, how would you distinguish these two categories? Second, what in your opinion is good writing for an RPG? What makes good rules?

How important is innovation in deciding if rules are good?

The writing I see as how well does the author do with prose and explanation.  The rules are really just the mechanics.  They can and do overlap some.  Good writing starts with correct spelling grammar, and sentence structure.  I know that sounds basic but in some of the RPGs I read it amazes me at some of the errors I see.  Good rules need to be well explained, work the way they are explained, and be able to do what it is the game needs them to do.  

I hope that mostly answers these questions.  Thanks.
 

James McMurray

Which RPG would you recommend to your mother, and why?

Vermicious Knid

Quote from: James McMurrayWhich RPG would you recommend to your mother, and why?



Probably a CRPG of some sort. I don't think she'd enjoy the social aspect of RPGs.
 

Crothian

Quote from: James McMurrayWhich RPG would you recommend to your mother, and why?

Faery Tale.  It has really simple rules and as a retired grade school teacher she would like the child like approach.
 

Xath

Howdy all,

I'm one of the candidates for ENnies judge this year, so I thought I'd pop on by and contribute to this thread.  :D

QuoteWhich do you prefer, Amber or Nobilis, and why?

Well, out of the fact that I've never gotten a chance to play Nobilis, I'd have to say Amber.  But that's not a great answer.

QuoteWhich do you prefer, nWoD or D&D 3.5, and why?

That's a toughie.  As far as playing goes, I don't prefer one over the other, because they're for two completely different campaign styles.  One of the nice things about nWoD over D&D is that the character creation process forces you to go much deeper into the mind of your character.  In 3.5, it's much easier to slap out a cookie-cutter character.  On the other side of that though, it's much easier to make NPCs for 3.5.  As far as revisions go, I'd say that both companies did a great job upgrading from the previous system.  They both made key changes to help the game function better, but they didn't completely force people to relearn the system either.  

QuoteDo sales figures reflect quality, why or why not?

I'd say that sales figures reflect popularity and marketing strategy more than quality.  I mean, there are some pretty crappy D&D books that have sold more than say, Blue Rose.  Which would I say was of better quality; Blue Rose or Weapons of Legacy?  Blue Rose.  Which one probably sold more?  Weapons of Legacy.

QuoteHow do you feel about Wizards of the Coast abstaining from entering products?

It makes me feel like they're afraid they wouldn't sweep.  (and they're probably right).  Ever since Hasbro took over WotC, they've tried to make themselve 'the' RPG company to the exclusion of all others.  Well before the stores closed, they took all non WotC-RPGs off of their shelves.  They've made Winter Fantasy into a RPGA/Wizards con.  Continuing to compete in the ENnies (and not sweeping) would force them to realize that other companies could compete.  So they don't.  It makes me sad.  They have great products.  I just wish they'd be a bit more willing to share their spotlight.  

QuoteWhat is it that you are looking for when judging the worthiness of a product?

It depends on the category, but when I'm looking to purchase a new game or product, I look for several things: a good concept, good supporting mechanics, and quality production value.  Good Concept: The concept has to be either new and intriguing, or an existing concept presented in an innovative way.  Supporting Mechanics: Sometimes a concept is good enough, but 99% of the time, it needs a good system to back it up.  I judge mechanics based on ease of comprehension and flow of gameplay.  Quality Production Value: Good art, maps, editing, layout.  These things aren't mandatory, but if produced effectively, can highly enhance the quality of a product.  


QuoteDifferent doesn't necessarily mean better. Agree or disagree?

Agree.  

QuoteWhat is the difference between writing a gaming product and playing one? Is there a noticeable difference between the two where RPG products are concerned? If so, what are they?

I've never written a gaming product, so I can't really answer this question.
 

Blackleaf

Quote from: McrowSo far:

http://www.ennieawards.com/judgenominees.html

Photos and regular names and everything. Neat-o. :)

Xath

QuoteSome RPG books (or mechanics) are better, or at least different, when played rather than just read. Without playing them, is there any way for a judge to reach a judgement about the products utility without actual play experience? If so what are they?

Well, experience with a wide variety of existing products will help work out some of the basics in a new product. Reading the source helps work out a few things of course.  With a new system, I find that even if I can't play, making a few characters and running a combat between them gives me a good sense of the rules.  Of course, if I have time, I like to playtest new systems.  With supplements to existing systems, it's not quite as difficult.  If I'm already familiar with the system, I can usually figure out how the new supplement will apply by reading it.  If I don't know the system, I'll go back and familiarize myself with the core product, and then read the supplement.
 

Xath

QuoteThis may be related to what OHT is asking but I noticed that two of the awards are for "Best Writing" and "Best Rules". First, how would you distinguish these two categories? Second, what in your opinion is good writing for an RPG? What makes good rules?

Good writing is the overall 'readability' of the product.  If it's well written, I should be able to get through chapters without nodding off.  I also shouldn't have to go back and reread the previous page or the previous sentence to understand what its talking about.  Good writing involves continuity, good editing, and a spark to keep me interested.  

Good rules are about the function of the game; the actual mechanics of gameplay.  They should be understandable, not too complicated, and they should actually work.  There also shouldn't be any obvious contradictions in the way the rules are written.  

QuoteHow important is innovation in deciding if rules are good?

Innovation is important in determining whether a concept is good.  Innovation in the rules can be important, but what is the most important is that the rules and the concept mesh together well.
 

Xath

QuoteWhich RPG would you recommend to your mother, and why?

Right now?  Probably Unisystem.  It's a really easy system to get a grip on, and she's moderately familier with the Buffy/Angel-verse since my sister has been watching all of the seasons on DVD.
 

Queen_Dopplepopolis

Hi, hi... Liz here (aka DangerGirl! and QueenD).  That husband of mine has nominated me to be a judge this year and so thought I'd pop in and give some answers around these parts.  

If you have something you'd like to know that I don't respond to immediately, feel free to drop me a line at d20blond at gmail dot com.  

QuoteWhich do you prefer, Amber or Nobilis, and why?

One of the seemingly many that doesn't know much about either.

QuoteWhich do you prefer, nWoD or D&D 3.5, and why?

3.5 for ease of play and accessibility.

QuoteDo sales figures reflect quality, why or why not?

They reflect popularity and general accessibility, but not quality.

QuoteQuestion: How do you feel about Wizards of the Coast abstaining from entering products?

Like VK said, it will allow a lot of smaller companies to shine.

QuoteWhat is it that you are looking for when judging the worthiness of a product?

Whether or not the product fulfills its stated or implied message.  If a product does what it set out to do it is a successful product.

QuoteDifferent doesn't necessarily mean better. Agree or disagree?

Agree 100%.

QuoteWhat is the difference between writing a gaming product and playing one? Is there a noticeable difference between the two where RPG products are concerned? If so, what are they?

Writing and playing are two different endeavors.  

Writing requires creativity and an eye for detail and a sense for rules that flavor the type of game/supplement/adventure you are trying to write.  Writing a gaming product necessitates a "big picture" mindset and a desire to commit that "big picture" to paper.  Playing requires a pencil, some dice, and an imagination.

QuoteThis may be related to what OHT is asking but I noticed that two of the awards are for "Best Writing" and "Best Rules". First, how would you distinguish these two categories? Second, what in your opinion is good writing for an RPG? What makes good rules?

Best writing is about creatively representing your product and doing so with a keen eye for the English language.  Best rules is about a balanced, learnable rules system that gives force to the ideas and concepts that are being written about.

QuoteHow important is innovation in deciding if rules are good?

Approximately 43.

But, really... innovation is what keeps the game alive.  A new rules set ought to be refreshing, interesting, and capable of maintaining the attention of gaming youth.

QuoteWhich RPG would you recommend to your mother, and why?

I'd have to say Dread by The Impossible Dream because she's a big fan of horror and because it's intuitive/uses the Jenga-style game to physically build the tension during the gaming session.  I think that she would find it infinitely more intriguing than the "stupid toys" and "dragon figures" she scoffed at when I was in high school.  (Link - check it out.)


That was fun.  :D