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Showing posts from December, 2011

System Mastery

I’ve come to believe that a roleplaying game that codifies too many of its rules actually limits the creativity of players and GMs. I’m not commenting on the idea of complicated vs simple rules. 3E or Pathfinder aren’t necessarily any simpler than AD&D, which is full of elaborate and sometimes clunky rules systems. What I’m talking about here is the deliberate codifying of game design and character design into the rules in a way that’s meant to reward so-called hardcore players. In 3E, this kind of rule takes place mostly off-stage (i.e. outside of the actual play experience). You don’t select feats during game play, you take them between sessions. Once the game begins you’re stuck with what you’ve got. It’s during your down time that you plan out your character’s next level, decide the best multiclassing route, figure out how to gain the most synergy bonuses to your skills, etc. The GM, on the other hand, has ready-made rules to help guide his creative process. An experien