This is revisionist heresy. Gary Gygax, who is expected to be cannonized via a trebuchet in the next couple of years, explicitly said that the official books are more like guidelines than actual rules.
And I mean that I actually had beverages with Gary at a science fiction convention back in the early 90s, and he said stuff like “If you want to pack a healing kit that heals +5 damage, do it.” Being serious now, it’s about the story, not the rules. I know that’s the point of the joke, but it’s been almost 50 years now and people we are still arguing about rules lawyers.
I always thought the White Wolf games that called the DM the Storyteller and explicitly made dice rolls optional were the apex of the interactive story idea.
There is a wide range in how RPGs can be played. For TSR era D&D there it has a lot of in built mechanical flexibility. White Wolf games like WoD or Exalted adds a layer of dramatic flexibility at the expense of in-built heroics, which works well for a dark modern setting.
I really like a lot of games for different reasons. WW games, particularly Wraith, are some of the more interesting to run. Due to the higher reliance on player creativity and inter-character interactions. I really enjoy Wraith's shadow system for creating interactions between players for character flaws.
Paranoia is perhaps one of the most interesting GM experiences because it encourages so many deviations from standard gamemastering; railroading, PvP, splitting the party, killing PCs, ... . Still it works so well.
This is revisionist heresy. Gary Gygax, who is expected to be cannonized via a trebuchet in the next couple of years, explicitly said that the official books are more like guidelines than actual rules.
And I mean that I actually had beverages with Gary at a science fiction convention back in the early 90s, and he said stuff like “If you want to pack a healing kit that heals +5 damage, do it.” Being serious now, it’s about the story, not the rules. I know that’s the point of the joke, but it’s been almost 50 years now and people we are still arguing about rules lawyers.
I always thought the White Wolf games that called the DM the Storyteller and explicitly made dice rolls optional were the apex of the interactive story idea.
There is a wide range in how RPGs can be played. For TSR era D&D there it has a lot of in built mechanical flexibility. White Wolf games like WoD or Exalted adds a layer of dramatic flexibility at the expense of in-built heroics, which works well for a dark modern setting.
I really like a lot of games for different reasons. WW games, particularly Wraith, are some of the more interesting to run. Due to the higher reliance on player creativity and inter-character interactions. I really enjoy Wraith's shadow system for creating interactions between players for character flaws.
Paranoia is perhaps one of the most interesting GM experiences because it encourages so many deviations from standard gamemastering; railroading, PvP, splitting the party, killing PCs, ... . Still it works so well.