Monday, August 16, 2010

If it ain't broke...

'If it ain't broke, don't fix it.'
A useful aphorism in many situations, but such a pain when playing around with game design.

You can pick even the most incomplete or obviously broken rule in an entire game, and if you post a suggested modification on a forum a great many people will still angrily defend it.

Granted, some house rules are just bad, but even those often fail to get a real discussion, with the actual forum threads buried under the combined cries of heresy (after all, a house-rules poster isn't a paid game designer and is thus inferior), elitist rules conservatism ('the rule as it is worked great for me, and I've been playing for 72 years!'), GM fiat ('you don't need rules for that, the GM should just make stuff up'), or even a sort of vague confusion on what house rules are ('but if you change that, things won't be the same!').

Oddly, it's worse the more broken the rule is. I posted a suggestion on making the Link +10% enhancement in GURPS cheaper, on the SJ Games forum and got a few people mildly upset but no real discussion on the rule. On the other hand, the threads on modifying some of the most obviously broken rules I've seen in gaming result in massive flame wars and arguments (Scion is the one that comes to mind most easily, with its haphazard nightmare of bad rules built into an otherwise great game.)

The best I can tell, this happens because if you say something is really broken, everyone that's used the broken rules (slogged through it, carefully avoided breaking it, or even just happily went along with the weirder results) feels threatened if you point out how broken it is, because you're in some sense telling them their game was 'wrong'.

I suppose that's a problem with any form of constructive criticism.

Tuesday, August 10, 2010

Another of my posts on RPG.net's forums. Re-posting it here because it's long enough and doesn't really need the forum thread's context to make sense.

There are a few different kinds of people that might join a first session in a game. The situation is different for each, but for many of them /how/ you introduce them to gaming doesn't make much difference to whether they end up being gamers -- just to whether they ever want to game with /you/ again.

1) People that know about RPGs, are interested in the idea, but have never played before. If you give them a bad first session they may decide they dislike you, your friends, and possibly the specific RPG you tried to introduce them to, but they're likely to go on to find another group of nicer, saner people and play a different RPG, rather than quitting the hobby altogether.

2) People that only aren't RPGers because they haven't played in any. Perhaps they play MMOs and videogames and such, read fantasy and science fiction, etc. but have never encountered polyhedral dice. It's possible to make a bad first impression with these people and have them give up on RPGs, so handle carefully. Still, these people are usually open enough to the idea that they'll assume a bad intro is your fault or the game system's, and whether they ever get into RPGs is sort of dependant on whether someone better offers to run a game for them in the future.

3) People that don't really care about RPGs, but are open to trying new things. Usually they won't be really engaged in the system mechanics, or even the setting or roleplaying opportunities as such. I've had good luck with a lot of these types, though: sometimes the social aspect of playing with friends gets them into the game and keeps them there, sometimes the opportunity to gain cool powers for their character or do impressive things gets their interest.

4) People that don't care about RPGs, don't like the idea, and are only at the session because someone dragged them there. This honestly usually doesn't work out. I've seen it go well maybe one time in six, usually for rules-light games with lots of action and laughter and minimal geekery. Otherwise, they'll leave the game wishing they hadn't come, and they're not likely to look into doing any more gaming in the future.

For all of these people, the 'how do you properly introduce someone to the game' boils down to: don't be boring, don't be creepy, and don't be rude. The latter two are easy to follow (or should be, anyway, if you're not just naturally rude or a creep) but the former can be tough, as everyone finds different things boring. People that love systems will be bored by rules-lite games, people that love roleplaying might be bored by especially mechanical systems, people that love power fantasy might find gritty settings dull and depressing, etc.