Hullo, Lev,
In a message of March 22nd, 2007, Lev Lafayette wrote,
   >>>Ah, we part company at this point. When I do my
>>>reviews I review the product according to the
>>>standards of when the review is written. 
>>
>>     While that's fine, it's impossible not to have
>>the bias of what you've been looking at roleplaying wise now, and not
>>looking at the game in question as what it was up against back at that
>>time.  A good example of this is DQ's game mechanics.  You can't compare
>>the game mechanics of DQ, a game that was published in the early 80's,
>>with the mechanics of games published in 2002, because the way in which
>>rpg rule design has changed makes the basis of comparison like the
>>apples vs. oranges thing. 
> 
> I must ask "why not?". At least two of the three RPG
> orientations (game challenges and simulation models)
> were present in the early 80s with only a third
> (dramatic narratives) being introduced relatively
> recently in a systematic sense (although DQ's aspects,
> AD&D's alignment, RQs cults/runes, Swordbearer's
> humours, Pendragon's passions will all precursors).
 
      The problem is that while game mechanics today share something of 
what came before with their gaming predecessors, there are too many 
different models of game mechanics now to compare to what had been done 
with DRAGONQUEST when the game came out.  DRAGONQUEST took a very 
simulationist approach to the concept of a fantasy rpg, something that 
didn't work out very well in retrospective, despite the numbers of 
players and GMs out there still running the game.
       As for the DQ Aspect system, well, let's just say that a lot of 
players simply ignored that back in the day, as it wasn't all that well 
defined in terms of, "Okay, I'm Summer Stars aspected.  What does that 
*mean* to me as a roleplayer?"  The dice implications were pretty clear, 
however.
 > Now perhaps one *can* make a case that game systems
> should have improved over time and in many cases that
> is true. 
 
     Of course they should have, if for no other reason to partially 
evolve with the sensibility of gamers.
 >>      Not at all.  Another example:  If you do the
>>Substance part of the review based on the games today, it should have been
>>very low.  
> 
> I did and it came up with 4/5. It is still better than
> most products that are currently in production or
> otherwise available.
 
     That's not all that low for Substance.  By today's standards, since 
you did compare the book to games of today, DQ had no substance per se, 
and the lack of the game world was one of the factors that would turn a 
lot of potential GMs from running the game in today's market.
 >>RPGs today come in rulebooks of some 300+ pages, of which
>>up to half or a third is devoted to the gaming world being offered
>>as well.  DQ was a rulebook with no game world included, and came out
>>at 150+ pages (the SPI 2nd edition, my version of choice, with some
>>mods I've made).  The rules are superb, but technically there's not a lot
>>of context to them and there aren't any real good examples of stuff in
>>the book, other than a few exceptions.  Heck, there's not even a sample
>>of character generation in the game system!
> 
> Again I disagree. More pages certainly doesn't equate
> with a more substantial game, and even more rules
> don't do this either, especially if they're broken.
> Adding a gameworld doesn't necessarily help either. 
 
     True, but in today's game market where a price tag of $39.99 is not 
all that unusual, players equate quantity with substance.  More pages 
doesn't equate with quality, that's for sure.
 > Density of material, scope of application and
> workmanship in the game system, now they're important.
 
      Only to some degree.  Small print makes for density of material, 
but doesn't necessarily mean quality, merely quantity.  Scope of 
application is another subject entirely, as it depends on the genre that 
the game is meant to be about, and whether the rules are adaptable 
enough for various settings and the like in the genre in question.  As 
for the "workmanship in the game system", I'm not sure what you mean by 
that term.
 >>>Again, I'll disagree. In CoC INT is a useful stat
>>>to derive hints from the Keeper (the "idea roll") 
>>
>>      Yep, and when the player fails the roll, the
>>plot falls apart completely.
> 
> Only if the plot development is *dependent* on a
> character making the die roll. A Keeper who does that
> should reconsider their design. An idea roll should be
> used to expand or accelerate a storyline.
 
     However, for the most part many if not all CoC adventures and 
scenarios are dependent on the players putting a series of clues and 
evidence together in order to find out what's going on, learn about 
things, and so forth.  In CoC, much of this is depenedent on the luck of 
the die roll, and that's where INT comes in.  The same is true for any 
rpg or game where mystery and clue solving are important or relevant, 
and...well, never mind.  Agree to disagree and all that stuff.
 >>>Oh, it would cut both ways. Low INT would mean that
>>you wouldn't learn as quickly.... Just as in the real
>>world!
>>
>>      I don't think that intelligence is the only,
>>let alone the primarym, factor in learning in the real world, but
>>that's another kettle of fish altogether.
> 
> Well the primary factor is opportunity. The secondary
> factors are intelligence and motivation.
 
     Perhaps, but this is something that developmental psychologists and 
other specialists in such endeavours have been debating for years.
 >>     Okay, in that case, be constructive:  How would 
>>you alter DQ in this regard? <evil g>
> 
> Harsh call man, I'm workin' on it. :-)
 
     Well, we want results *now*, not five years from now! :)
 > The two options are effectively to throw caution into
> the wind and have an entirely linear system. It will
> look strange, but at least it won't require mucking
> around with two many mechanics. The other option is to
> use something with a geometric table built in (e.g.,
> RQ resitance table, or DC Heroes3ed).
 
      Hmm, there's potential in both methods, but I think the DC HEORES 
3rd Edition game is not a good example of this sort of thing, since the 
tables there are exponential, unless you mean the Action and Result Tables?
 >  Despite the fact the figures may sometimes look odd
> (e.g., the strength of an elephant!), I actually
> prefer the linear system.
 
      Same here. :)
-- 
      JohnK
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