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KarenCravens
Karen Cravens

Wed

Dec 21
2005

17:44Z

What are the rules for?

Will just said something interesting on the Fudge List:

"The basic idea is that the more rules you have and the more codifed those 
rules are, the more the balance of power shifts away from the GM and 
toward the players."

(http://www.phoenyx.net/fudge/2005/12)

Carl has describe Forge-type games as being this way, though tending to 
address the social contract directly, rather than providing 
rules-for-every-situation:  rules to protect the players from bad GMs.

I tend to look at rules (in the ideal case) as serving a different 
purpose:  codifying the gameworld so that players (including the GM) are 
all on the same page.  That is, making sure we're all imagining things the 
same way, to avoid what we've come to call the "I drive the van off the 
cliff!"  "Cliff?  What cliff?" syndrome, where mismatched assumptions lead 
to snapping the suspenders of disbelief for some or all involved.

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Sat

Dec 24
2005

03:20Z

What are the rules for?

On Wed, 21 Dec 2005, Karen J. Cravens wrote:

> I tend to look at rules (in the ideal case) as serving a different 
> purpose:  codifying the gameworld so that players (including the GM) 
> are all on the same page.  That is, making sure we're all imagining 
> things the same way,

This is where I was having trouble running Fudge very freeform.

As a specific example, when I wasn't paying attention to the numbers, 
I had a lot of trouble keeping in mind how _light_ Stalker's armor 
was... it could be penetrated by an M-16, and I kept imagining it as 
being much more robust than that.  I found it easier to say, "What's 
your armor value" than to say, "Can your armor be penetrated by... an 
M-16? A 9mm pistol?  How about a frag grenade?"  And then I'm dealing 
with the _player's_ idea of how powerful these things are vs my idea 
of it... and then the player wonders something that punches through a 
brick wall can't penetrate his armor, when he really thinks it should.

I found it much, much easier to just assign numbers to these things 
and use the numbers.  I can just use the numbers and move on, knowing 
that we all agree how these things work because we wrote them down in 
a concrete way.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [                     Trim Your Quotes!                     ]
Where am I . . . and why am I in this handbasket?
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KarenCravens
Karen Cravens

Sat

Dec 24
2005

03:30Z

What are the rules for?

On Fri, 23 Dec 2005, Carl D Cravens wrote:

CDC>As a specific example, when I wasn't paying attention to the numbers, 
CDC>I had a lot of trouble keeping in mind how _light_ Stalker's armor 
CDC>was... it could be penetrated by an M-16, and I kept imagining it as 
CDC>being much more robust than that.  I found it easier to say, "What's 
CDC>your armor value" than to say, "Can your armor be penetrated by... an 
CDC>M-16? A 9mm pistol?  How about a frag grenade?"  And then I'm dealing 
CDC>with the _player's_ idea of how powerful these things are vs my idea 
CDC>of it... and then the player wonders something that punches through a 
CDC>brick wall can't penetrate his armor, when he really thinks it should.

Yeah, sufficiently advanced technology gets all weird.

CDC>I found it much, much easier to just assign numbers to these things 
CDC>and use the numbers.  I can just use the numbers and move on, knowing 
CDC>that we all agree how these things work because we wrote them down in 
CDC>a concrete way.

Except then we get all caught up in analyzing whether the numbers are 
right, and edge and corner cases where they're plainly silly, and blah 
blah blah.

And have we got concrete numbers on "being burninated by exploding drug 
users" yet?

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Mon

Dec 26
2005

03:28Z

What are the rules for?

On Fri, 23 Dec 2005, Karen J. Cravens wrote:

> Except then we get all caught up in analyzing whether the numbers are
> right, and edge and corner cases where they're plainly silly, and blah
> blah blah.

Okay, so the numbers aren't entirely concrete, because they're 
experimental... we're playtesting.  I'll sit down and work those over 
in more detail... look at the prior body of work on firearms in Fudge, 
do some extrapolation, maybe pull out 3G^3 because math is fun, and 
knock out an article for Fudge Factor at the same time.

I can fudge the corner cases without any remorse... if it's obvious 
that the result is silly, it's easy to make up a result that isn't. 
I don't have a problem with that.

> And have we got concrete numbers on "being burninated by exploding drug
> users" yet?

10, if you nudged him with your toe.  6 if you were standing near and 
this is the moment that you and the GM both realize that your new 
character doesn't have any armor.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
     [        The Fudge List -- http://fudge.phoenyx.net/        ]
Hey! Lower your landing gear! !@#$*!?% NO HARRIER
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KarenCravens
Karen Cravens

Mon

Dec 26
2005

15:24Z

What are the rules for?

On Sun, 25 Dec 2005, Carl D Cravens wrote:

CDC>I can fudge the corner cases without any remorse... if it's obvious 
CDC>that the result is silly, it's easy to make up a result that isn't. 
CDC>I don't have a problem with that.

Why is it only true for the corner cases, then?

CDC>10, if you nudged him with your toe.  6 if you were standing near and 
CDC>this is the moment that you and the GM both realize that your new 
CDC>character doesn't have any armor.

Heh.  I'd just like to take this moment to publically remind you that 
Fastlane has no armor at the moment either.

(He does have better-honed survival instincts, however.)

-- 
Karen J. Cravens  silver@phoenyx.net

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CarlCravens
Carl D Cravens

Mon

Dec 26
2005

15:50Z

What are the rules for?

On Mon, 26 Dec 2005, Karen J. Cravens wrote:

> Why is it only true for the corner cases, then?

Because they don't show up that often and produce obviously silly 
results, which makes it easier to fiat not-silly results.

> Heh.  I'd just like to take this moment to publically remind you that
> Fastlane has no armor at the moment either.

But Fastlane can stop time and calmly walk away from the expanding 
fireball.  Or he can shift out of phase with the timeline, where the 
flames won't hurt him.  The Green Ghost, who isn't really a ghost, 
can do neither.  But he can throw magic throwing stars at the flames.

-- 
Carl D Cravens (raven@phoenyx.net)                Gamers List Owner
  [  Wichita RP Community Resource -- http://www.wichitagamers.com/  ]
ZenCrafters:  Total enlightenment, in about an hour.
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RogerBurtonWest
Roger Burton West

Mon

Dec 26
2005

20:15Z

What are the rules for?

On Mon, Dec 26, 2005 at 09:50:09AM -0600, Carl D Cravens wrote:
>On Mon, 26 Dec 2005, Karen J. Cravens wrote:
>> Why is it only true for the corner cases, then?
>Because they don't show up that often and produce obviously silly 
>results, which makes it easier to fiat not-silly results.

The reason I use rules at all is to give consistency to my whimsy (and,
to some extent, that of the players). That's really all I ask of them;
rules that do more than that tend (to my mind at least) to "get in the
way" and prevent the players (including the GM) from having as good a
time as they might.

R

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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KarenCravens
Karen Cravens

Tue

Dec 27
2005

03:40Z

What are the rules for?

On Mon, 26 Dec 2005, Carl D Cravens wrote:

CDC>But Fastlane can stop time and calmly walk away from the expanding 
CDC>fireball.  Or he can shift out of phase with the timeline, where the 
CDC>flames won't hurt him.  The Green Ghost, who isn't really a ghost, 
CDC>can do neither.  But he can throw magic throwing stars at the flames.

Well, provided his reflexes are good enough, yeah.

-- 
Karen J. Cravens  silver@phoenyx.net

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