From: | shadowrn@*********.com (LeBlanc, Lange) |
---|---|
Subject: | Contradictions (another long one) |
Date: | Thu Nov 29 08:30:00 2001 |
<a number of inconsistent rules>
man, although I knew of and chuckled at the ones I recognized, there
were a number of them I had never thought of 'till I read them, and they
were kind of scary ...
I think any of us who have been gamemastering for any length of time
have learned that no matter how much players want to use 'broken' rules
to their advantage (I got a "bad" player in my group who keeps trying),
we have also learned the value of house rules. Does any one know of a
game/campaign where there are NO house rules? I think most of us can
agree that a game can only go so far without rules to fix what we as GMs
(and players for that matter) don't like. And what we don't like is
going to differ for each of us. Hell, the most inconsistent rule I'm
about ready to fix is the use of a D6 and the target numbers of 6-7.
Nothing frustrates me more than giving a target number on the fly, based
on difficulty, and the player smirks because I gave them a target number
of 7 in the heat of the moment. They now know the task is SUPPOSED to be
on the difficult side, but they have the same chance to succeed as if it
were a 6. All this just to say that any game system can be improved
apon, and we as GMs do it all the time. Nothing worse than a player
knowing a "broken" rule better than you do, and holding up the book, all
smiles, proving his/her point. I've done it myself (been a while though,
and I've learned to value the game and story more than survival and
having an edge)
As a side note, has anyone tried using the D8 option presented in The
Shadowrun Supplemental? finding it easier? or just more of a pain to
convert? I like the theory behind it, but does it look as good in
practice?