>three types of gamers: narrativists, simulationists, or gamists.
Hmmm, which am I ?
>"Simple" systems usually attract the narativists or gamists. Either
>they don't want the rules to intrude on the progress of creating a
>compelling story or they don't want the rules to slow down the
>excitement of game play. Simulationists, however, will tolerate more
>rules if they add to the "realism" of the setting.
Urrp. I just started a "historical" game of RUS (but using the GURPS
Russia rules instead).
(standing up before the room) "Hello, my name is Thom and I'm a Simulationist."
Hmmmm seriously, I think the best game should have elements of all of the
above.
Geeks want Star Wars stats (megawatts, baby), the "wild die" lends to the
narrative. Um, what's a gamist again?
--Thom
PS No, I did not just say Star Wars was the best system. Oh lord, where's
that flame resistant barding - I am on my horse and away!
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