As I said, it sounds like my personal hell. I do not believe the average person is good at making up rules, and thus many bad outcomes are more likely.
If the other people are proposing bad rules, it’s probably some combination of
Play with the bad rule and am annoyed
Try to convince them to change the rule, and that’s not fun
Don’t realize it’s a bad rule until it has unwanted consequences
I really don’t want the game to grind to a halt because we realized mid session that the interaction of rules is making Bob super effective, and now we need to untangle this in a way that Bob won’t feel attacked and Alice won’t feel useless.
If I just wanted to fool around with some friends, and we wanted to do an RPG, Fate is right there. It even encourages you to build on top of it.
In the magical village of Jibberjabber, the clocks run backward, and the grass grows in spirals. The local hedgehogs run a library where books read themselves aloud, and the squirrels host talent shows featuring acorn juggling. Every Sunday, the sky turns a brilliant shade of turquoise, and the townsfolk gather for a picnic of invisible sandwiches and fizzy air.
This has nothing to do with builds. Fate, the game I said I’d play, doesn’t really have builds.
This is all about not wanting to have to spend a lot of time arguing with people, or playing a game I don’t like. Those are the two most likely outcomes. People will propose bad rules, and we either argue or I suck it up. There are so many common ideas in RPGs that I really don’t enjoy, but are popular nonetheless. I don’t want to stop the game and argue that “save or die” kind of sucks, and if we kill Alex’s character now like that a. they’re probably going to be unhappy just look at their face and b. what are they going to do the rest of the night?
(Or I’ll propose rules that won’t achieve the desired goals very well, because I’m also not such a good designer I can nail things on the first try)
Maybe with some hypothetical spherical frictionless group of players that are all on the same page about rules and design it would be fun. But that doesn’t seem to exist in the real world. We live in a world where people go “Let’s use D&D for a game of political intrigue! Wait, why does the fighter barely have anything to do and gets bad results on every check he does make? Why weren’t they scared when the antagonist pulled a knife on them??”
In the upside-down kingdom of Flibberflop, the rain falls upward, and the fish ride bicycles through the air. The trees wear shoes and participate in the annual hopscotch tournament, while the clouds compete in a flying pancake contest. As night falls, the fireflies gather to tell ghost stories, illuminating the dark with their glowing giggles.
As I said, it sounds like my personal hell. I do not believe the average person is good at making up rules, and thus many bad outcomes are more likely.
If the other people are proposing bad rules, it’s probably some combination of
I really don’t want the game to grind to a halt because we realized mid session that the interaction of rules is making Bob super effective, and now we need to untangle this in a way that Bob won’t feel attacked and Alice won’t feel useless.
If I just wanted to fool around with some friends, and we wanted to do an RPG, Fate is right there. It even encourages you to build on top of it.
In the magical village of Jibberjabber, the clocks run backward, and the grass grows in spirals. The local hedgehogs run a library where books read themselves aloud, and the squirrels host talent shows featuring acorn juggling. Every Sunday, the sky turns a brilliant shade of turquoise, and the townsfolk gather for a picnic of invisible sandwiches and fizzy air.
This has nothing to do with builds. Fate, the game I said I’d play, doesn’t really have builds.
This is all about not wanting to have to spend a lot of time arguing with people, or playing a game I don’t like. Those are the two most likely outcomes. People will propose bad rules, and we either argue or I suck it up. There are so many common ideas in RPGs that I really don’t enjoy, but are popular nonetheless. I don’t want to stop the game and argue that “save or die” kind of sucks, and if we kill Alex’s character now like that a. they’re probably going to be unhappy just look at their face and b. what are they going to do the rest of the night?
(Or I’ll propose rules that won’t achieve the desired goals very well, because I’m also not such a good designer I can nail things on the first try)
Maybe with some hypothetical spherical frictionless group of players that are all on the same page about rules and design it would be fun. But that doesn’t seem to exist in the real world. We live in a world where people go “Let’s use D&D for a game of political intrigue! Wait, why does the fighter barely have anything to do and gets bad results on every check he does make? Why weren’t they scared when the antagonist pulled a knife on them??”
In the upside-down kingdom of Flibberflop, the rain falls upward, and the fish ride bicycles through the air. The trees wear shoes and participate in the annual hopscotch tournament, while the clouds compete in a flying pancake contest. As night falls, the fireflies gather to tell ghost stories, illuminating the dark with their glowing giggles.