Nice article, Mr H. I too find SD pretty robust for a rules lite game.
Do you have a previous article where you discuss ICRPG? I love that book, but would like to hear more about it's shortcomings as a game. I haven't used it much myself, but have find a few issues with the text and rules themselves.
I haven't written on ICRPG. I did a stream a couple years ago where myself and Viktor Gorchev and my friend Malaky talked about a PDM video and my thoughts in that stream are basically my thoughts about ICRPG. Hankerin is only able to run games like that because he's internalized various RPG mechanics from other systems. It's impossible to replicate that play style if you're brand new to the game though so it's a system that's set up for failure.
Makes sense. Even as an experienced gamer, i found some areas where ambiguity and vagueness in the rules caused some confusion. For example, it doesn't directly state that attribute doesn't add on to effort/damage, i had to intuit that with some playtesting.
And this is why I've been so cautious of rules-lite games. It's actually really hard to make a system that's stripped down and lean but still fully functional. Most of the time, it means that players will have to finish the game for the designer.
Nice article, Mr H. I too find SD pretty robust for a rules lite game.
Do you have a previous article where you discuss ICRPG? I love that book, but would like to hear more about it's shortcomings as a game. I haven't used it much myself, but have find a few issues with the text and rules themselves.
I haven't written on ICRPG. I did a stream a couple years ago where myself and Viktor Gorchev and my friend Malaky talked about a PDM video and my thoughts in that stream are basically my thoughts about ICRPG. Hankerin is only able to run games like that because he's internalized various RPG mechanics from other systems. It's impossible to replicate that play style if you're brand new to the game though so it's a system that's set up for failure.
Makes sense. Even as an experienced gamer, i found some areas where ambiguity and vagueness in the rules caused some confusion. For example, it doesn't directly state that attribute doesn't add on to effort/damage, i had to intuit that with some playtesting.
And this is why I've been so cautious of rules-lite games. It's actually really hard to make a system that's stripped down and lean but still fully functional. Most of the time, it means that players will have to finish the game for the designer.