Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 5/3/83; site ukc.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!mcvax!ukc!ncg From: ncg@ukc.UUCP (N.C.Gale) Newsgroups: net.games.frp Subject: Gripe Message-ID: <4899@ukc.UUCP> Date: Tue, 19-Feb-85 10:52:02 EST Article-I.D.: ukc.4899 Posted: Tue Feb 19 10:52:02 1985 Date-Received: Thu, 21-Feb-85 06:05:49 EST References: <360@snow.UUCP> <3388@alice.UUCP> <155@sdcc13.UUCP> Reply-To: ncg@ukc.UUCP Nigel Gale Organization: Computing Laboratory, U of Kent at Canterbury, UK Lines: 114 Summary: Bear in mind that I might have a morbid fear of copyright laws. Let us imagine, for a moment, that there is a company called "Tactical Roleplaying and Simulations", or TRS for short. This company is a grandfather amongst frp companies, largely upon the strength that the main frp game it produces, which is called A(D*2), was, in its original form, "Scalemail", the first on the market. Please note that my decision to call the game A(D*2) was purely arbitrary, and based on nothing in real life. It might just as easily been called NOT( NOT("AD") OR NOT("D") ) or something. Let's say that this game gradually grew and grew, adding clever new ideas to the skeleton. It quickly became apparent that some of the fundamental rules were Bad, and that the entire system would have to be revised. But the game's creator, Thorax, saw no faults in his creation, and continued to pump life into its ailing frame. And lo! The game survived, and went on to dominate its field, be it ever so undeservedly. Here might be some of the downfalls of the game: *The combat is done by assigning a number of Fatigue Points to each combatant, which is a measure of how long the combatant can fight without allowing a telling blow through his defences. Each time an opponent hits, a number of Fatigue Points are subtracted from the combatant's total. If he goes below zero, he is incapacitated. As the player fights more, so he becomes a better fighter, and so he gets a higher number of Fatigue Points. Alright so far. Unfortunately, A(D*2) also bases damage from other sources than combat on these Fatigue points, as fire, falling, acid. So the Fatigue points are suddenly treated as Damage Levels, which are an entirely different concept. Why, for instance, should it be certain death for a child to fall 30ft, while a seasoned fighter can fall hundreds of feet, and just get up and brush himself down afterwards? A child is, in fact, more likely to survive a fall than some hulk wearing lots of spikes and blades. *Lots of arbitrary restrictions are made upon player-types in the interests of balance. Such as: Sorcerers may not wear armour, but Saints (who also use magic) can. Thieves may not use metal armour, regardless of whether they are employing their thieving skills, etc etc. No real reasons are given for many of these restrictions. *Greater skills are obtained partly by killing things, but mostly by finding treasure (?). This is so that the Referee can give the players however much experiance he/she thinks they deserve, but it instills an unnatural avarice into the players. The rules for humans being proficient in several different fields are also strange, and appear without foundation. another arbitrary restriction. *The Rules claim to be only guidelines for the referee, but there are about 8 volumes to them, and ever more are being published. This inevitably leads to long delays while obscure sections of rules are tracked down, especially for beginners. *Sorcerors have a set number of spells that they can cast in one day. They cannot repeatedly cast these spells in one day, only once each. For a long time there was no explanation why this should be, but eventually someone thought of one. A real howler: every time the sorceror casts a spell, the knowledge of how to do so is erased from his memory! I'm sure there are plenty of other faults you can think of for this hypothetical game to have. If such a game existed, and I had known about it six years ago, I would have spent all the intervening time ironing out all the mistakes and bad rules. By this time, I would have an almost playable system which was also quite good. I would be annoyed then, if I found that such a system was already on the market, only much better. Better because, instead of repairing a bad game (as A(D*2)), it had been designed from scratch. Such a game might be called Dragonfly. Dragonfly eliminates all the above problems, it only uses one sort of dice (rather than requiring one dice with each number of sides from 3 thru 36), and is altogether better thought-out and more playable. The rules take up one slim volume. This isn't very good to beginners to frp, but to people disillusioned with A(D*2), it is perfect. TRS took over the company that published Dragonfly, and stopped it from being published, to stop it competing with A(D*2). I would be most pleased to hear your views on my hypothesis. -Nigel Gale