
Karen J. Cravens wrote: > "An RPG is never going to be all that close to its source material unless > its rules are about the sort of narrative you can create rather than the > sort of thing a PC can do." > > I'm not sure that I entirely agree with that (I think individual instances > of games can end up very much like their source material without explicit > rules), but I think that does sort of summarize a dichotomy in rules > approaches. I'm not so sure they need to be binary opposites. Systems like GURPS or Primetime Adventures represent the opposite ends of a spectrum. I'm sure it's possible to design a game that reaches a workable balance between the two approaches. But you have to recognise there's a tradeoff going on, otherwise we'll end up brain damaged ;) ---------------------------------------------------------------- GAMERS Home Page: http://www.phoenyx.net/gamers/