*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 05:20:26 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: 1 [2]
Print
Author Topic: [BARBAREN!] Revised Playtest Edition and Power 19  (Read 3002 times)
Eero Tuovinen
Acts of Evil Playtesters
Member

Posts: 2591


WWW
« Reply #15 on: October 08, 2006, 10:39:41 AM »

I hear ya, Emperor! What's the limp-wristed game author going to tell me if I go totally Slaine on my foes, gnaw the giant dead with my teeth and bash his brother's head in with the first one's skull? "No no, Eero, you can't do that, you have to pick your weapon from this list over here." Or is it "Well, yeah, you can gnaw him with your teeth, but you're going to take a -4 to damage for using an improvised weapon." Whatever.

Even if we leave the extravagant stylisms out of it, I don't readily see where the significance of weapon type comes in as anything other than color or a transient tactical bonus. Even if running a grim and gritty game of barbaric combat it's pretty dull and unrealistic to just give these flat bonuses to different types of weapons, completely ignoring the fact that terrain, skill, weather, allies, courage and a multitude of other factors are much more important on a case-by-case basis for exciting combat. As Ron said at some point in his numerous sword and sorcery rhapsodies, Conan stories were never about how an axe "does more damage" but "hits slower" in combat (both of which are total gamer conventions with no basis whatsoever in reality or literature).

I can totally see how a traditionally trained player would want his weapon choice to have some mechanical impact, but what I want to know is whether Frank is that player. Because the rest of that system doesn't look it at all. If something, the system looks like you should have a list of wooing tools to complement the weapons, if you really think that such a list is a good idea. All the other mechanics are mirrored, and as far as I can see the weapon stuff is only there because weapons are a traditional focus for some pretty dull gamer fetishes. Is that really something you want to encourage?

Hmm... I wonder if I'm bashing the weapon stuff too discourteously. Don't mind me too much.
Logged

Blogging at Game Design is about Structure.
Publishing Zombie Cinema and Solar System at Arkenstone Publishing.
Frank T
Guest
« Reply #16 on: October 09, 2006, 01:17:40 AM »

Look, Eero, I understand your point and appreciate you making it, I have considered it, and I want to keep my weapon bonuses anyway. Yeah, gnawing a giant dead with your teeth would not be something the system especially supports. If you can pull it off anyway, hey, that makes you the guy with the biggest balls around, because there was a –1d6 penalty to it and you did it anyway.  BARBAREN! is not WuShu or InSpectres.

Please let’s not argue this further. At this stage of development, if you want to post to this thread, you’ll have to accept that some things aren’t up for discussion any more. I do not mean to be dismissive or offend any of you, it’s just a condition you’ll have to agree to for this discussion. So please, by all means do point out and suggest more stuff, but please do not start arguing if I discard one of your suggestions.

I am thinking about the “wooing weapons” thing.

Thanks,
Frank
Logged
Pages: 1 [2]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!