02-02-2019, 04:49 PM | #21 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Fun vs Rules - When is too much fun a bad thing?
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I also agree with RyanW and Ulzgoroth that different play styles can be incompatible and that some players (including the GM), in pursuit of their own sense of fun, can make the game less fun for others. I've certainly suffered through games where some were having fun at the expense of others (this is true beyond RPGs, of course). |
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02-02-2019, 05:38 PM | #22 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Fun vs Rules - When is too much fun a bad thing?
Due to the attitudes of my current group, we usually handwave equipment on that level. Generally, we allot a few points for "adventuring gear" and assume that people have what they need.
If I am running something where resupply is going to be a problem, then I'll start tracking in more detail. I would consider something like: Each time a first aid kit is used, roll to see if it is being depleted. On an 8 or less, it is somewhat depleted and now operates at a -1. These depletion negatives can accumulate. New Equipment: First Aid supplies. For $5 and .5 lbs, a First Aid Kit can be restocked enough to recover one point of penalty. It may be a good idea to bring a few of these on extended field trips. This would add an extra roll, so I'd only use it if there's enough enjoyment from the players to make up for the time and bookkeeping. |
02-02-2019, 06:07 PM | #23 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Fun vs Rules - When is too much fun a bad thing?
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Bill Stoddard I don't think we're in Oz any more. |
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02-03-2019, 11:29 AM | #24 | |
Join Date: Jan 2010
Location: Brighton
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Re: Fun vs Rules - When is too much fun a bad thing?
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I'm lucky enough to have regular group for decades now so a lot of the above is already built in for us, but I would recommend doing this kind of stuff for groups who are new to each other (and even the addition of one new member makes a new group where this would be a worthwhile exercise). I also agree with an earlier point you made, it's not rules vs. fun, Or at least it shouldn't be, and if it is it might be a sign you are playing with the wrong rules or even the wrong system. For me it's working out which rules are most fun and using them!
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 02-03-2019 at 11:56 AM. |
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02-03-2019, 11:48 AM | #25 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Fun vs Rules - When is too much fun a bad thing?
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I could always pick out campaigns that were widely enough favored to make this possible, so one payoff was letting me choose campaigns to run that people liked, at least prospectively. Another was that players had bought into the basic idea; I wasn't trying to push them into something I liked and they didn't much like. I realize that this situation isn't usual for GMs, and I adopted a somewhat different approach after moving to Riverside. But the basic technique of looking for a campaign idea that players are disposed to like, rather than choosing the idea and then trying to sell the players on it, seems to me a productive one. And it can be a useful exercise to try to come up with several different ideas for campaigns and think about how you might handle each of them.
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Bill Stoddard I don't think we're in Oz any more. |
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02-03-2019, 12:21 PM | #26 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fun vs Rules - When is too much fun a bad thing?
It definitely isn't for me. Each campaign I've run has been a "passion project". And while I might get sparks for other campaigns while running one, if I start investing time in those ideas, I find myself abandoning the current one. So for me, it's best I invest in one idea and run with it.
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02-04-2019, 04:30 AM | #27 | |
Join Date: Jan 2010
Location: Brighton
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Re: Fun vs Rules - When is too much fun a bad thing?
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My group has been generally speaking between 4-7 in total so I've always managed to keep it to one campaign at a time. And apart from the late 80's ad very early 90's I've pretty much been the GM. Most discussion on what we've wanted to do next after a campaign has wound up is basically done at the level of the pub conversation. (but like i say our particular set up kind allows for this)
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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02-04-2019, 04:58 AM | #28 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Fun vs Rules - When is too much fun a bad thing?
For kit, boxes, etc. with expandable gear in it (e.g., medical kit, bycicle tyre repair box) I let them roll against the HT of the kit or box. If the roll is a success, you can use the kit to help a victim or mend a tyre and the HT drops by 1.
To replace items separately, a +1 to HT costs 10% of the original price of the kit or box. Or when a kit has only a few charges (e.g. a bacta pistol with 5 ampoules of bacta), it's easier just to subtract an ampoule after usage. |
Tags |
fun, gming, gurps, rules |
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