On 22 Mar 2008 at 11:13, [EMAIL PROTECTED] wrote: > What the players can do depends not only on what the players > themselves want to do, but also upon what the GM allows.
Note that all I was effectively saying was that when discussing game- system issues (problems, quirks, whatever) in a generic way, it doesn't make a much sense to use the assumptions of one GM in one campaign. An analysis of this kind is best done using the most plausible conditions that the *typical* gaming group would encounter. If you omit or house- rule elements that you, personally, dislike, the resulting analysis is only valid within your campaign. That's fine in general, but not if the purpose of the discussion is to address a general issue with the game, and others are being asked to contribute. I mean, *I* can't imagine running a fantasy game that doesn't start at 250-300 points, permit cinematic martial-arts abilities and powers as well as spells, and wave off detailed social concerns (the demographics of Magery, economics of enchantment, etc.) as "over-complex." Would you find that set of assumptions useful for analyzing the system? Probably not! That's really my only point here. SP. -- Sean "Dr. Kromm" Punch, GURPS Line Editor, Steve Jackson Games [POST] 4122 rue Rivard, Montreal, Quebec, CANADA, H2L 4H9 [PHONE] 514.288.9600 [EMAIL] <[EMAIL PROTECTED]> or <[EMAIL PROTECTED]> _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
