While having a discusion in another tread (http://www.enworld.org/forum/general-rpg-discussion/269550-siloing-good-bad-3.html) I read this quote:
At first I simply wanted to have a clearer ideal of what he meant. When I asked responded with the following:
Now my first response is that of all of the rules a RPG has the combat one are the most important. In all of my experience most systems spend more time on combat or combat related rules then any other. Social interaction rules have always been secondary. This also applies to players.
Derren disagrees. I would like to here other people's understanding and of this.
My reasoning is simple: of all of the parts of a RPG, combat is the only one that requires a clear set of consistant rules. Most people have no knowlage of what it is like to swing a sword or mace in a combat to death. This is the least subjective part of any game and choices made here (rules wise) affect the enitre system. There are lots of groups that will completly ignore the non combat rules but very few who will completly ignore the non combat rules. While combat rules donot a game make they can and have destroyed systems.
This does not mean the good combat rules or lots of combat rules means the game is a wargame instead of an RPG. All an RPG really needs is rules on how to run a single character in a world.
Only when you know that X is always part of the game does Siloing make sense, to make sure that every character can do X. But imo thats not a very good approach for a role playing game.
At first I simply wanted to have a clearer ideal of what he meant. When I asked responded with the following:
Because a RPG should not have X required.
For example when X = combat, then I would call the game a wargame and not an RPG.
Now my first response is that of all of the rules a RPG has the combat one are the most important. In all of my experience most systems spend more time on combat or combat related rules then any other. Social interaction rules have always been secondary. This also applies to players.
Derren disagrees. I would like to here other people's understanding and of this.
My reasoning is simple: of all of the parts of a RPG, combat is the only one that requires a clear set of consistant rules. Most people have no knowlage of what it is like to swing a sword or mace in a combat to death. This is the least subjective part of any game and choices made here (rules wise) affect the enitre system. There are lots of groups that will completly ignore the non combat rules but very few who will completly ignore the non combat rules. While combat rules donot a game make they can and have destroyed systems.
This does not mean the good combat rules or lots of combat rules means the game is a wargame instead of an RPG. All an RPG really needs is rules on how to run a single character in a world.