11-12-2014, 09:19 AM | #101 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Really, the driving forces behind this argument are two opinions:
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
11-12-2014, 09:23 AM | #102 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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11-12-2014, 09:57 AM | #103 | |
Join Date: Jan 2010
Location: Brighton
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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Thing is that hammer saying is based on the concepts of taking a simple tool and applying it to different situations hard enough they end up all equally flat. Which is an odd observation to make about a system that distinguishes a bit more finely than what went before So I think its more like "give the man a tool kit, and he'll chose the best suited tool for a variety of different jobs, and apply it" Doesn't quite have the same connotation Last edited by Tomsdad; 11-12-2014 at 02:43 PM. |
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11-12-2014, 10:14 AM | #104 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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I thought "hammer" and "wrench" was actually kind of a neat metaphor for the difference between striking and grappling. Would you have been happier had I just said, "GURPS combat mechanics: hammer. Wrestling: nail."? That seems to me actually to be less similar. . . . In any case, I think the logical point is valid: Having one game mechanic for two different things is not necessarily a desideratum. GURPS provides us with multiple game mechanics for a reason. Bill Stoddard |
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11-12-2014, 11:00 AM | #105 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
Then there's the publisher's view:
More than one system can cover exactly the same piece of ground. Those systems do not have to agree fully in interpretation or outcome provided that the broad strokes are 100% compatible; e.g., they're all "3d6 roll low" rather than 4d6 or 3d8 or roll high, and all represent task difficulty via bonuses and penalties rather than through required margins or numbers of successes. Most important, many and varied systems can coexist to offer gamers different resolutions (from grainy to detailed), to serve different goals (realism, drama, ease of use, etc.), and to bring different parts of the picture into sharp focus . . . and the existence of one system for a given purpose doesn't render another, slightly different one obsolete or impose an obligation on us to smooth out the edges so that the two can be "switched on" at the same time. In point of fact, large parts of GURPS assume outright that you will use A, B, or C. Whichever you pick, the other two are automatically out of the picture and "switched off." Grafting elements of the unused systems onto the one you're using is possible – we strive for that – but definitely in the realm of advanced rules hacking for experienced gamers. When we say "GURPS is a system," we mean "the broad strokes are 100% compatible, and we strive to make it possible to graft various parts together." We do not mean "it's like one big computer program with dozens of subroutines that are meant to run at the same time, so if some of them don't work well together, that's a bug." No, that isn't a bug – that's a case where someone has hacked things so that the code runs two subroutines at once when the coders only ever intended one to run. That intent is evidence that the whole things really is a system, and the fact that some hacking by third parties isn't very good hacking is not bad design by us but bad hacking by them. It also bears mention that pen-and-paper games are run by people, not by computers. Expecting all the rules in all the supplements to work together at once would be unreasonable in that picture. It would also be presumptuous: "Buy it all, at great expense, or your game won't work" is Not Cool. It's very much the case the we're setting out a buffet to choose from, which is much more compatible with the way people think and act. Yes, some people will visit the "Desserts" display, think "These are all desserts, so I'll pick and choose from everything," and end up with a gross mess on their plate. That isn't the chef's fault . . . the chef made each dessert tasty and gave it its own spot, but can't be held accountable for weird combos. And fans of chocolate cake needn't worry that it will go away – and haters of chocolate cake don't have to fret being forced to eat it – just because someone combined chocolate cake with something weird. Like the chef, we're just going to focus on making everything good, and let people use their judgment to decide what to put on their plate. Coming back to the specific case at hand, for grappling, you can use the Basic Set or Martial Arts or Technical Grappling. Each of these systems refers iteratively to the ones before it to save words. It would be really, really rude to customers to put every last word the Basic Set has on grappling into Martial Arts, and then to put all of that into Technical Grappling. Nobody likes to pay for stuff multiple times, and conciseness is a quality worth paying for. However . . . that iterative approach doesn't imply that the more-detailed systems need the less-detailed ones in play, only that we made an effort to show what replaces or adds on to what so that you can pick and choose strategically – so that you can hack well. It's really no different from how Gadgeteering (pp. B475-477) refers to New Inventions (pp. B473-474) for most of its modifiers and concepts, yet totally replaces that system – or how Thaumatology depends heavily on Magic, yet offers magic systems that completely replace the basic one. The systems serve different needs, and we don't really expect them all to be used at once. You can do so, and the iterative design process makes it relatively clear how, but don't be surprised when it takes some work. And don't worry too much about the designers favoring one over the other.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-12-2014, 11:26 AM | #106 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
I appreciate the whole post, but I would like to take an extra look at the following bits:
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But when I make a post with a question or reply about MA grappling mechanics, and immediately am told that I am doing it wrong because TG is the 'current' ruleset, of course I will react unfavourably. |
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11-12-2014, 11:27 AM | #107 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
To strain the computer-program analogy rather than the buffet one:
This is GURPS. It claims to be a system because it's clear about when things branch, because it reuses as much as it can to remain concise and facilitate learning, and because it's all in the same broad "design language." It does not claim that you can use its many and varied subsystems willy-nilly. The inability to do that without some hacking isn't a "bug" in the original code.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-12-2014, 11:37 AM | #108 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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Supplements often exist to address weaknesses in earlier ones, and it's fair to suggest that if you dislike a weakness in an earlier work, you consider the release that patches it. I realize that there's a school of thought that patching ought to happen in errata, and should not add new, paid-for content to the system. That ignores the fact that we don't always agree that something is a weakness in need of patching for most users, so we'd prefer to leave well enough alone and let authors who do see a weakness earn a few bucks patching it in their own add-on. And if you like the original system mostly but see a few concepts of merit in the patch, the onus is on you to hack them together.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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11-12-2014, 11:48 AM | #109 | |
Join Date: Jun 2013
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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I also agree with your point about consolidating game mechanics, and also thank you for introducing me to the word "desideratum." |
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11-12-2014, 11:54 AM | #110 | |||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Grappling - ruleset preferences and issues (Basic, Pyramid, MA, TG etc.)
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grappling, technical grapping, technical grappling |
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