I'm late, I know. I'm bad at things and my heart is made of smelly cheese. Rather than self-flagellate over my established failings in punctuality I'm going to ramble about gaming some more.
I've written about my possibly unhealthy obsession with pen and paper gaming before, and none of that has changed. I fucking love tabletop gaming, rolling dice might as well be an aphrodisiac. That said some aspects do run afoul of my pickier sensibilities from time to time. As I've mentioned before, I game for the high degree of customization and adaptability available in a pen and paper situation. I dig the complexity of options and versatility of interactions; which makes it troublesome to me how many systems are trying so hard to become video games. When a system goes from versatile feats based on the development of skills and abilities to a series of powers or maneuvers dependent on level I see a problem. I will admit that its largely an issue of nuance but its a little difference that matters. One option encourages the growth and development of an interesting and at least relatively unique character and the other rewards you for your numbers going up by making your numbers go up.
I'm probably being a bit of a fuddy-duddy about this but I don't really care. I understand that there are perceived market factors in play, the new generations of gamers like a simplified system or whatever. I understand the desire to streamline what can be kind of ridiculously convoluted systems. Seriously, just the licensed books for D&D 3.5 numbers in the high sixties. But the effort to streamline also seems to act as a restrictive measure on the flexibility of the system. While I understand that nobody, especially me, wants to pay a thousand bucks to get a nice, relatively complete set of books; the methods used to clarify the system also demand a higher degree of specificity in the use of power. Classes that once stood as starting points in the development of a character and bases for roleplay options have started shifting into the MMO vernacular. You don't talk about the paladin in terms of her dedication and righteousness, you talk about her capacity as a tank and the control value of her powers. We don't talk about the sorcerer in terms of what his innate connection to magic does to his mind or what his draconic heritage means for his future, we talk about his DPS. I'm not saying the trend in the new systems makes this kind of roleplay impossible, but it is so much easier to ignore the story-potential of a character when more and more the only thing we're given rules for is how that character is equipped to kill shit. I know I'm picking on D&D pretty hard, and they are by no means the only perpetrators, but I feel like they lead the way, I mean D&D has been The Big Name in tabletop for a lot of years.
I feel like an old man yelling at these damn kids for their newfangled power cards and skilltrees, why back in my day you had to pass a tumble check just to get your armor on or whatever. I'm not saying that there aren't any good things to be had from the new breed (13th age has some interesting showings in the mechanics department) but I'm always left wanting more, and not in a good way. Give me some real skills, give me a chance to love my character for more than their ability to one shot a group of mooks, for fucks sake give me more control over my character than I'm liable to find in a Bioware game and we can talk. Until then I can't see myself spending money on, much less running, the new wave. I can't imagine I represent much of a loss in their profits but that's fine, I'm plenty capable of enjoying myself with some 3rd ed D&D or homebrew oWoD. Maybe I'm not alone. Hopefully, I'm not alone. If so, good luck out there. I hope to see you all at the table someday.
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