Re: _Elric_ RQ and Simplicity/Realism

From: Pete c/o Tom Yates (pete@slough.mit.edu)
Date: Sun 25 Jul 1993 - 21:23:17 EEST


*Wayne Shaw writes:

WS>PM> Everyone seems to assume that simpler mechanics inevitably
WS>PM> result in a less realistic system. Some folks seem to feel that t
WS>PM> principle may be inverted, as well: more complex rules produce a
WS>PM> realistic game. This is not necessarily true, I think.
WS>
WS> No, because I think you have that backwards. All other things
WS> being equal, a more realistic game, to some extent or another
WS> requires either more complex rules or more GM fiat.

        I can't agree with this -- though perhaps our disagreement
hinges upon some of those "other things". Seems to me that a simple
set of widely-applicable rules can cover almost any situation as
well as a complex rules system, without necessarily sacrificing
realism! The resistance roll is a great example of this. It's a
simple mechanic that clearly embodies some sort of basic truth of
the physics of Glorantha (say! is that a secret of the God Learners,
I wonder?). You could base 90% of the mechanics of a game on a rule
as effective as that!

        Regarding GM's and common sense: I've known few other RQ GMs,
unfortunately. All the ones I've met, however, seemed like competant
folk who wouldn't have a problem dealing with this sort of issue
on the fly. Of course, some things can't be left to common sense:
most magic, for example, and in such cases as the distance a horse
can travel in a day, I suppose a *simple* list of animals and movement
speeds along with a *few* sample modifiers would be a good idea. But
that wouldn't require any more complication than in RQ2!

        I must point out that if a GM is going to have trouble applying
common sense to appropriate situation, they're hardly likely to work
well with a massive rules system -- that is, unless we're positing that
RQ GMs tend to be math-oriented wonks who lack the basic skills needed
to make a quick reasonable decision and make it stick. I'd argue with
that position...

WS> Frankly, I don't think we should be hunting for the people who
WS> can't handle something more sophisticated mechanically than
WS> StarWars. Nothing I've seen in the playtest drafts to date
WS> compares in overall complexity to Hero, GURPS or Rolemaster, just
WS> to name a few. If we're trying to compete by keeping the
WS> complexity down where the Palladium people can handle it, I think
WS> we've lost before we started.

        I'm not advocating a simpler rules system just to accomodate
the feebs and mental midgets of the non-RQ gaming world. The fact is
that a more complex rule system takes longer to play -- I think we
can all agree on that? And time spent on the mechanics is time *not*
spent on roleplaying -- in fact, it's arguable that working with
mechanics forces you to break out of the roleplaying viewpoint,
thereby actually decreasing the gaming experience.

        I suppose that RQ4 could be developed and sold as a computer
program only, with GMs and players simply entering all their actions
into the program and recieving the mathematically exact result back.
But if it's possible to use a few basic rules to provide a system
that's realistic *enough* for enjoyable play, why should we torture
ourselves?

-->Pete
----------------------------------------------------------------------------
Peter Maranci Malden, Massachusetts
pete@slough.mit.edu or rune@trystero.com
"If you don't want to kiss Duke Munchkin's ass, you can pretty much kiss
your own goodbye." -- Traditional NERO saying (spurious)


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