I feel confident in saying in The God That Crawls is not for you in that case. I can see how some people might dig the survival horror aspect of tracking those three things, but to me those are the three least interesting things to keep an eye on.
Well, it entirely depends on how much one wants to emphasise resource management in their game. Both wilderness adventures and dungeon crawls (even megadungeons) can be approached either way.
Reading games like OD&D (or Delving Deeper, for that matter), Don't Rest Your Head, or My Life With Master led me to the conclusion that different rules sets simulate things differently by having emphasis on different things - but not by merely having different rules (i.e. D&D3E, WFRP, and Runequest belong to the very same category, since they are underlyingly the same).
On the one hand, resource management is what makes survival horror work, by strictly counting what useful elements are available and in what quality and quantity (note that abstraction does not make this less important, cf. [url=http://untimately.blogspot.hu/2012/09/abstracting-missiles.html]Abstract Missiles[/url]). On the other hand, one may find this boring at all - they emphasise other things and justify their environment's reaction based on different principles.
Dig that wah-wah guitar under the Yackety Sax theme. Too much!
ReplyDeleteIt's pretty much required!
DeleteUh..Not much.
ReplyDeleteI feel confident in saying in The God That Crawls is not for you in that case. I can see how some people might dig the survival horror aspect of tracking those three things, but to me those are the three least interesting things to keep an eye on.
DeleteWell, it entirely depends on how much one wants to emphasise resource management in their game. Both wilderness adventures and dungeon crawls (even megadungeons) can be approached either way.
DeleteReading games like OD&D (or Delving Deeper, for that matter), Don't Rest Your Head, or My Life With Master led me to the conclusion that different rules sets simulate things differently by having emphasis on different things - but not by merely having different rules (i.e. D&D3E, WFRP, and Runequest belong to the very same category, since they are underlyingly the same).
On the one hand, resource management is what makes survival horror work, by strictly counting what useful elements are available and in what quality and quantity (note that abstraction does not make this less important, cf. [url=http://untimately.blogspot.hu/2012/09/abstracting-missiles.html]Abstract Missiles[/url]). On the other hand, one may find this boring at all - they emphasise other things and justify their environment's reaction based on different principles.
Sure, there is definitely an audience who might might that level of resource management fun. But there is definitely an audience who won't.
DeleteThe module does offer a method that doesn't involve tracking those three things explicitly (see "The Easy Way" on page 13).
ReplyDeleteYeah, I kinda thought those suggestions were ass though.
DeleteI think all three are great. Why am I so boring?!?!?!
ReplyDeleteIf you like those three things, this module is for you. If you don't, it probably isn't. No value judgment implied!
DeleteYou see now, without a value judgement, we might not get the shit storm I'm hoping for. Really, Jack it's not all about you.
DeleteI'm saving the shitstorm for my "OSR Publishers are Over-rated" post.
DeleteI am clearing my calender right now.
ReplyDelete