nuric:
Freeform games are about the story, not who's better.
In answer to the question about "another player making a knight who's better than mine", I'd answer that the game should be designed so that isn't an issue.
Most capabilities should be detailed specifically before the game starts, but the GM is the final arbitrator of who's better. </qoute>
So I think this is part of the problem. You're not really listening to what Gladius or I are talking about. Sometimes, "who's better" is integral to the story. Maybe you think it shouldn't be, and of course you get to have your opinion, but that doesn't mean it won't ever be part of the story. Simply saying it shouldn't be really just kind of avoids the question. How do you resolve it when it happens?
<quote nuric>
If you want to make a freeform game about knights, say a Knights of the Round Table game, then you would design the game with certain specific characters as options (someone plays Lancelot, someone plays Bors, etc), or you'd have the game where everyone is mostly even and there's only a clear winner based on other factors (if someone cheats, or was drinking the night before, etc), or you'd make it a game with very little combat (all politics or personal drama) so it's not an issue who's better.
I like this idea, but it fails to really get to the heart of the problem. There are going to be people who go "well I didn't drink last night, or go sleep with the tavern wench. So I am at tip top form. Always." How does a freeform handle this? In my experience, the GM glosses over it because they either can't/won't make a logical call, or the player in question throws a hissy fit because pointing out that they aren't as strong or skilled (based on their background information) means that you're trying to play their character or God Mod.
nuric:
One thing about freeform games, you can't just take a D&D party and make them freeform. They're not designed for it. The goals and mechanics aren't right.
Freeform games are like a bunch of people going around the room telling different parts of the same book. If you work together, it's a great story. If you want to fight each other, then play a game with dice.
Sorry, you lost me on this one. No one is trying to say that other systems should be made free-form. I asked "what is the appeal of Freeform?"
And, so far, it seems that the answer has grown to also include "Good Story." I don't really buy that, because that's a Player and GM issue, not a game form issue. I've had a couple of free form games where a player was all PO'd that something was played realistically. "Oh your magic rifle can shoot that far huh?" in response to a "Look through a scope and see them". Which is silly because quite frankly, yeah some rifles can shoot for over a mile, and simply looking through a scope (or binoculars or whatever) can easily see things over a mile away. On the reverse, I've seen good Pathfinder games where the entire game session was about character building (in character) and roleplay that was truly spectacular. So, I have to disagree that Free-form is simply better than "dice systems" because of the roleplay aspect. After all,
every system is about roleplay. Some systems just have ways to help arbitrate some aspects of game play that I, personally, don't see in Free-Form. So again, what is the Appeal?
nuric:
As far as the question about "telling a specific story", it's important to remember that a freeform game, like other games, is about cooperation, not writing a novel. You have your part, either as GM or a player, but you would have to talk about your needs or limits before hand. There's usually a good vetting process before any freeform game, and certainly none of them are perfect.
I agree completely with this. However, as much as I agree, this is just reiterating my, and it seems a few others as well, confusion about Free-Form. You repeated, in probably a better way, our questions. But you didn't answer it friend. How do you solve issues between players. I ask because, frankly, you're right. It isn't a novel, there is going to be differeing opinions and suchlike. How do you resolve it?
nuric:
If you want to have a character who's story is that he wants to be rich, then the GM should be able to fit that in, and not have the entire game in a dimension where they don't use money.
It's all about the GM understanding the characters being used, and what each player wants.
I've not always done this perfectly, but I try
On the other hand, what about two people who are striving to be the richest guy in town? "Let's make some business deals!" Okay, now, who's business deals are more profitable? Still no way to resolve this issue.
I admire you're dedication to the gaming style, and by all means, if you enjoy it, play it! But there isn't any conversation on what the appeal for free-form is, that other systems don't have just as well.
willvr:
But one thing that freeform I think does better than a system game, is putting the emphasis on character interaction.
Okay, I kind of see this, but I'm not sure that that is exclusive to Free-form. What I mean is, take Birthright for example. That system has a HUGE amount of emphasis on gameplay. All the way from Lord Bubble Blower being a jerk to Lady Bubble Guppie as the Regent of the realm, to how Lord Bubble Blower acts to the peasantry on adventures. It can all tie together. So, again, while I definitely agree that Free-Form has an almost exclusive emphasis on character interaction, I wouldn't say that Free-Form is the only style that has a large emphasis on character interaction.
So I ask the question again. What does Free-Form have in appeal that other systems don't also have?
Skald:
Not knocking it - story, strategy, freeform or system we're all here to have fun and each to their own.
Agreed with this 100%. I feel like I should clarify (to everyone) that I'm not here to bash on Free-Form. I'm trying to understand it, because in every case I've tried it, it frustrates me for various reasons, some of which is inter-player conflict, and some of which is GM conflict.
Mrrshann618:
Thank you Lord_Johnny for asking the question.
You're quite welcome. I have to admit, for honesty's sake, that I asked as much for my own edification as anything else. I see so many games that the premise looks great, then look at the system, see "free-form" and mentally think, "too many bugs in the system, too much hassle, not worth the effort". I'd really like to understand what it is that I'm missing, because the sheer number of free-form games indicates to me that I'm clearly missing something that other people enjoy.
Edit to add: Sorry, I can't seem to figure out what the BB code is going all haywire. I haven't done anything different to the first part of the quote that I haven't done to the rest of the quotes, but it won't fix itself. Not sure what I'm doing wrong.
This message was last edited by the user at 17:32, Sun 08 Jan 2017.