Showing posts with label gurps. Show all posts
Showing posts with label gurps. Show all posts

Wednesday, January 07, 2009

Dice Preferences

Part of the reason I could never quite get into GURPS was the dice. All d6s, all the time, at most varying the number used when rolling for damage. I appreciate the elegance of the system, and I can sort of see the appeal of being able to use whatever dice are on hand to play, at least for new players and groups. But I like my bag full of crazy, fancy dice too much to really be happy using nothing but d6s for the length of a campaign.

I like dice in weird colors. I like dice in weird shapes. I have a fondness for the d8, because of all the clerics I played when I was first starting out. I like d12s, to the point where I get excited when I find a system that uses them. And I like systems that use lots of different dice, mostly because I've got a lot of different dice.

That collection of preferences was a (small) factor in keeping me away from White Wolf and similar games. Who wants to just roll one kind of dice all the time, even if it is a little more interesting than a bunch of d6s? When the books I'm reading through now finally overcame all my various resistances, I discovered that dice pools are just as much fun as rolling crazier individual dice. Different kind of fun, but it's still nice to throw a handful of dice, and even more fun to pick out the dice I get to roll again. A tactile pleasure, rather than an aesthetic one.

Which shouldn't have been surprising to me. My favorite GURPS character ever was a street racer who, thanks to a GM who hadn't seriously considered the results of letting all the PCs outfit themselves with TL 14+ tech, ran around with a gauss rifle. She regularly rolled ridiculous amounts of damage dice thanks to a snazzy rate of fire and ludicrous Gun skill. (Which was more a side effect of her crazy vehicle handling skills than an intentional attempt to game the combat system, but I did take advantage of it.) Somehow, it never occurred to me that the fun I had rolling that bunch of dice would translate to dice pool type systems in general.

Tuesday, December 16, 2008

Hating It For A While: D&D and the Follies of Youth

When I was 14, I hated D&D. Classes were constraining, levels artificial, the whole (3rd edition) shebang too precariously complex to tinker with. I much preferred GURPS. Nevermind that I'd never been able to run a decent game with GURPS -- it was systemized, flexible, realistic, everything D&D wasn't. So what if it took four hours to build a decent robot?* You couldn't build robots at all in D&D. There weren't any rules for it!

I got over it. Classes, I realized, were actually pretty neat. They gave you a quick way to define your character and make sure everyone in the group has something to do. Levels, too, make a pretty nifty character advancement package. It's more fun to get a couple of things all at once, but only occasionally, than to spend a point here and a point there every session or so. And so what if there are no "rules" for robots? That never stopped me in my first campaign. Just throw something together than feels right and go with it. (That last point, I'll admit, has taken me a little longer to get to.)

A couple years after the madness, and I'm talking to this who's just joined the RPG club at school. He's going on about how great Exalted is, and how much D&D sucks, and I'm thinking, "Man, that guy sure sounds like me back in the day." He was talking about social mechanics and starting out as a nobody and how boring fighters are, but still, same general idea. He'd come across this new, shiny, amazing game, and suddenly he realizes that, hey, D&D's not the only way to do things. And for some reason, what inevitably follows is "this new, shiny way is much better!"

But it's still missing the point. You start out as a nobody nothing in D&D (or at least, pre-4e versions thereof) so that you have to pick you battles, think carefully, and make getting to the next couple levels really mean something. There are no social mechanics in D&D because you play that stuff out. Fighters are there for the people who really just don't want to wrestle with a bunch of mechanical doo-dads, whether because they're new to the game or just don't enjoy it.

A lot of people go through this phase. Some people stick in it, and spend their whole gaming career ranting about how D&D is killing their favorite game. Others move on, realizing that D&D just isn't for them but that other people aren't idiots for liking it. And some of us embrace it again, no longer victims of our youthful folly. There's something about D&D -- a mix of slightly archaic design and overwhelming popularity -- that makes it very hate-able. At least for a little while.

*To be fair, 4th edition is a lot better about that. You just throw on a couple of advantage packages and you're good to go. But I still can't excuse the absolute horror that was GURPS Robots, known in my group as "the reason we got into an argument about the volume of a human." And the worst part is, I thought this was fun. It was, I guess, but not as fun as playing the dang game.

(Written for this month's blog carnival, on Transitions & Transformations in RPGs.)