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Every now and then I see a new game released with claims of it being revolutionary or the most realistic available, or other such nonsense. I generally avoid stuff like this for these claims are totally subjective. The root of good gaming is not the rules, but the players. Immersing oneself into his character's role is what roleplaying is all about, not some gimmicky rule or absolute realism in the rules (which is impossible anyway). I've said it before and I'll say it again: rules are only guidelines. The roles within the story are more important. Use the rules to quantify a character's capabilities and determine questionable outcomes, but otherwise leave it at the door. Plot, mystery, denouement, backstories, subplots, player imagination -- these add excitement, while the rules either contain or expand that excitement.

Add a gimmicky element to the rules that brings something new to the table like using a roulette wheel (where the hell am I going to get one of those?). OK, now we have a substitute for dice. Spin the wheel and hope for the best. Hmmm.... something new but still the same function as dice. That's the gimmick. Once you realize that the gimmick is dispensable and will bore you as much as dice after a while, what's left? Can the rest of the game survive on its own? Sure -- if you've got enthusiastic players who throw themselves into their roles and a director/GM who can tell a good story and maintain a certain level of excitement throughout.

Put simply, claims of how good a system is don't really sway me. Novel gimmicks are only good while they remain fresh. In truth, you don't really need any system, though the ones that disappear in the background are what I prefer because the story takes focus as opposed to knowing how to use or abuse the rules. Notice I said "prefer," not best. Rules systems are subjective. Everyone has his own preferences, so a person could like one system that others don't or vice versa.

Some people will tell you that system matters. That may be true if you are relying on the rules to run the game exclusively, but a group of zombies may as well be playing. Players matter. Don't be a slave to the rules -- make them work for you. Once you let the rules tell you what to do or how to do it, you are no longer participating in a roleplaying game. It may be a game, but it's not roleplaying since you are no longer controlling your characters' actions but letting the rules control them instead. | 6 Comments | Add Comment | Permanent Link | | Return to Overview | trekfanatic Commented: | Jun 08, 2010 | 10:37 pm | |
Brett Commented: | Jun 08, 2010 | 11:09 pm | |
Brilar Commented: | Jun 11, 2010 | 1:06 pm | |
Brett Commented: | Jun 11, 2010 | 1:10 pm | |
trekfanatic Commented: | Jun 12, 2010 | 6:09 am | |
Brett Commented: | Jun 13, 2010 | 3:38 pm | |
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