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Recent content by pemerton

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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    Huh? I don't agree with this, for the reasons that Vincent Baker has given: if all your formal rules do is structure your group's ongoing agreement about what happens in the game, they are a) interchangeable with any other rpg rules out there, and b) probably a waste of your attention. Live...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    Well, quite. As Edwards put it, Purist-for-System designs tend to model the same things: differences among scales, situational modifiers, kinetics of all kinds, and so forth. . .. Compared to other designs, high search and handling times, as well as many points-of-contact, are acceptable...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    Unfair to whom? Like, which rule system are you defending here? I referenced one that I have extensive experience of - namely, Rolemaster. Which one do you have in mind?
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    Well, my premise was about an actual event of play. And given that we don't have a MRI on the PC knight's shoulder wound, I don't think we can say it was unrealistic provided it's in the ballpark of actual lived experience of recovery from soft-tissue injury (which is something I have a bit of)...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    I think you haven't quite responded to my post. Now, saying the preceding is going to generate some frustration, so I'm going to try and carefully explain what I said, and what I mean. I think the point I am making has significance for understanding one form of the "pull to purist-for-system...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    I'm thinking of Rolemaster. As one example: the resolution mechanics generate a lot of detailed injury, which then interface with the healing rules. Both natural healing and magical healing have detailed rules. Natural healing depends on the nature and severity of the injury. There are also...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    I don't have the time at this stage to watch the video, but the idea of "cursed problems" = irreconcilable game priorities seems highly applicable to RPGs. For instance, as someone who has done a lot of purist-for-system RPGing, I think there is a tension that is very hard to reconcile between...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    From Vincent Baker's Apocalypse World, pp 287-8: IMMEDIATE GAME INFLUENCES Sorcerer; Sorcerer’s Soul; Sex & Sorcery, Ron Edwards Spione, Ron Edwards . . . Trollbabe, Ron Edwards . . . Stakes questions are based on stakes in Trollbabe, by Ron Edwards. . . . Threat countdowns are based on bangs...
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    Not as much as I would like over the past 6-12 months, due to a significant increase in my work demands - but when I play or GM I enjoy it!
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    "The term 'GNS' is moronic and annoying" – well this should be an interesting interview

    He says the rulebooks are a mess, and that people having fun playing AD&D 2nd ed are selecting from and/or adding to the books to create the actual game they're playing. This actually relates to @kenada's point about design. A lot of published RPG books take it for granted that the players of...
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    The "G" in RPG

    I want a RPG to be game, in the sense that the participants can do thing - make "moves" - that change the circumstances of play for everyone, so that the "move space" for everyone else reflects that earlier move that was made. Because its a RPG, the "space" that the moves affect is a shared...
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    D&D (2024) WotC Fireside Chat: Revised 2024 Player’s Handbook

    What makes D&D not a "toolbox", in my view, is not the particular colour found in the rulebook - that can fairly easily be painted over or stripped back - but the procedures of play and the focus of play implicit in the rules (both PC build and action resolution).
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    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    Are you able to link me to one or more of those earlier posts? What pushback did I give you?
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    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    "Narrativist" doesn't - at least in the usage stipulated by the person who coined it - label any features at all. It labels a goal of play. Is Daggerheart well-suited to that goal of play? @Arilyn expresses doubts. @Campbell seems to incline the other way. Both have relevant experience to...
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    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    "Valid" is not the write word. GNS is a descriptive analysis, not a normative one. Edwards' view is that the goal of "getting the medium working" - that is, of having a group of people successfully getting together to imagine setting, situation, character and changing that via system - is...
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