T5 Review
Kurt Feltenberger
(13 May 2016 23:34 UTC)
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Re: [TML] T5 Review
Abdul Rahman Reijerink
(13 May 2016 23:50 UTC)
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Re: [TML] T5 Review
Craig Berry
(13 May 2016 23:53 UTC)
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Re: [TML] T5 Review
Kurt Feltenberger
(14 May 2016 01:48 UTC)
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Re: [TML] T5 Review
Freelance Traveller
(14 May 2016 02:03 UTC)
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Re: [TML] T5 Review
Timothy Collinson
(14 May 2016 04:40 UTC)
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Re: [TML] T5 Review Tim (14 May 2016 05:15 UTC)
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Re: [TML] T5 Review
Bruce Johnson
(14 May 2016 23:13 UTC)
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Re: [TML] T5 Review
tmr0195@xxxxxx
(14 May 2016 23:39 UTC)
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Re: [TML] T5 Review
tmr0195@xxxxxx
(14 May 2016 06:07 UTC)
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Re: [TML] T5 Review
Kelly St. Clair
(14 May 2016 05:30 UTC)
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Re: [TML] T5 Review
Richard Aiken
(14 May 2016 05:54 UTC)
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Re: [TML] T5 Review
Tim
(14 May 2016 13:24 UTC)
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Re: [TML] T5 Review
Kelly St. Clair
(14 May 2016 13:30 UTC)
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Re: [TML] T5 Review
Kurt Feltenberger
(15 May 2016 02:32 UTC)
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Re: [TML] T5 Review
Richard Aiken
(15 May 2016 03:30 UTC)
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Re: [TML] T5 Review
tmr0195@xxxxxx
(15 May 2016 14:45 UTC)
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Re: [TML] T5 Review
Kurt Feltenberger
(16 May 2016 04:14 UTC)
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Re: [TML] T5 Review
tmr0195@xxxxxx
(16 May 2016 06:31 UTC)
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Re: [TML] T5 Review
carlos.web@xxxxxx
(14 May 2016 11:05 UTC)
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Re: [TML] T5 Review
Abdul Rahman Reijerink
(14 May 2016 12:25 UTC)
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Re: [TML] T5 Review
Kurt Feltenberger
(15 May 2016 02:36 UTC)
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Re: [TML] T5 Review
Abdul Rahman Reijerink
(16 May 2016 05:40 UTC)
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On Sat, May 14, 2016 at 05:40:49AM +0100, Timothy Collinson wrote: > Essentially I don't get the problem with it. If time is a problem > just ignore it. But then I'm possibly a tad free and easy like that. > Much more interested in fun and the 'story' than following the > Haynes manual to the letter. I quite like the chargen mini-game -- but only as a mini-game in its own right, not as a way to start characters for a role playing game! The same applies to lots of other RPG game mechanics. They're often interesting as game mechanics in their own right, but somewhat suck as a means to determine what should actually happen in the game world being played. My ideal system would not require the players to even know what the game mechanics are, so they don't have to "switch context" from their character's point of view back to minutiae of game rules in order to make informed decisions. All of which completely fails to explain why one of my favourite game systems is GURPS, which embodies the exact antithesis of this view. Though I guess I use a highly modified form of GURPS in which points don't exist and most of the weird frills in the game mechanics have been excised. That points to liking the detailed descriptiveness and breadth of coverage of GURPS, just not the intricate detail of the game mechanics that get layered on top. - Tim