jeregenest: (Default)
[personal profile] jeregenest
I'd lik to point out that I don't think anyone is running any of those beautiful game concepts, especially not the ones I wanted others to run for me. Very disappointing.

Date: 2005-02-20 12:34 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
Eh, you wouldn't me trying my hand at any of those.

Date: 2005-02-20 12:44 pm (UTC)

Date: 2005-02-20 02:53 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
Well, "Hunting for Relics," maybe. But I'd want to use d20 Modern rules.

Date: 2005-02-21 12:04 pm (UTC)
From: [identity profile] unquietsoul5.livejournal.com
D20??? Ewh... not fun. Class based systems never are.

Date: 2005-02-21 12:12 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
Bah, you don't know from fun. Without method to the madness you end up with just a lot of madness.

Date: 2005-02-21 12:27 pm (UTC)
From: [identity profile] unquietsoul5.livejournal.com
I have no problem with having a method, rules, mechanics and details. I just don't like class based systems and never have. They are a tool to force players and designers into boxes, and generally I have found that they restrict creativity and achieving potential.

I can deal with complex rules (Hero v5, Gurps, etc.) and I can deal with looser mechanics in small doses (though Jere enjoys looser less mechanic systems than I usually deal with). I just don't like classes, and generally find ideas for characters that won't fit within their narrow confines.

I can deal with the suggestion of classes (ex: Ironclaw/Jadeclaw) but not truly restrictive artificial concepts like most games use them for.

D20 = Evil to me on many other levels. I'm glad to see that some game companies are starting to back away from it and realize that "one mechanic to rule them all" is not good for the gaming industry.

Date: 2005-02-21 03:21 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
Well, we'd have to struggle along without you, then.

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