[gurps] Mageborn versus Fighter discussion
Dr Kromm
seanm.punch at sympatico.ca
Sat Mar 22 12:14:55 CDT 2008
On 22 Mar 2008 at 11:13, hal at buffnet.net wrote:
> What the players can do depends not only on what the players
> themselves want to do, but also upon what the GM allows.
Note that all I was effectively saying was that when discussing game-
system issues (problems, quirks, whatever) in a generic way, it doesn't
make a much sense to use the assumptions of one GM in one campaign. An
analysis of this kind is best done using the most plausible conditions
that the *typical* gaming group would encounter. If you omit or house-
rule elements that you, personally, dislike, the resulting analysis is
only valid within your campaign. That's fine in general, but not if the
purpose of the discussion is to address a general issue with the game,
and others are being asked to contribute.
I mean, *I* can't imagine running a fantasy game that doesn't start at
250-300 points, permit cinematic martial-arts abilities and powers as
well as spells, and wave off detailed social concerns (the demographics
of Magery, economics of enchantment, etc.) as "over-complex." Would you
find that set of assumptions useful for analyzing the system? Probably
not!
That's really my only point here.
SP.
--
Sean "Dr. Kromm" Punch, GURPS Line Editor, Steve Jackson Games
[POST] 4122 rue Rivard, Montreal, Quebec, CANADA, H2L 4H9
[PHONE] 514.288.9600
[EMAIL] <kromm at sjgames.com> or <seanm.punch at sympatico.ca>
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