Jürgen Hubert on Nostr: Here is a confession: #TTRPG rule systems as such do not excite me. Don't get me ...
Here is a confession: #TTRPG rule systems as such do not excite me.
Don't get me wrong, I can appreciate a well-crafted rule-system, but largely in the way I appreciate well-designed plumbing: I.e. it's there, it works, I know what to expect from it, and it allows me to get through the day without having to think about it all the time (I also hate having to make a lot of rules judgments in my game - I see this as the game designers foisting their job on me.)
So pitches for "innovative new game systems" pretty much leave me cold, and I will only care for them if they come with a great setting attached. Or some other tools I can use for other games - for example, I do not really care for OSR rule systems, but I _love_ the worldbuilding tools by Sine Nomine Publishing.
I get that there are plenty of people who _do_ get excited over rules systems, and more power to them. But that's just not me.
Don't get me wrong, I can appreciate a well-crafted rule-system, but largely in the way I appreciate well-designed plumbing: I.e. it's there, it works, I know what to expect from it, and it allows me to get through the day without having to think about it all the time (I also hate having to make a lot of rules judgments in my game - I see this as the game designers foisting their job on me.)
So pitches for "innovative new game systems" pretty much leave me cold, and I will only care for them if they come with a great setting attached. Or some other tools I can use for other games - for example, I do not really care for OSR rule systems, but I _love_ the worldbuilding tools by Sine Nomine Publishing.
I get that there are plenty of people who _do_ get excited over rules systems, and more power to them. But that's just not me.