Re: Combat
In reply to Gabriella (msg # 55):
Oh if we are talking about how to handle RPGs in general, I believe in a careful balancing act between these three forces; Realism, Cinematics and Simplicity.
Realism. Reality. The real world we all have to live in whether we like it or not. It is filled with all sorts of rules, like gravity and thermodynamics. It can be a pretty complicated mess at times, trying to keep track of them all. In fact, a good part of the appeal of RPGs is that which the psychologists call “escapism”. The chance to escape the rules of reality, even if it just temporary and only into an imaginary construct. So why would we want to bring reality in with us to our imaginary world? Aren’t we escaping from reality?
Well there are a couple reasons for it. First, the closer our imaginary world is to reality, the easier it is to relate to. We have to work less at suspending our disbelief and the less work we have to do that, well I’m always a fan of less work. Yet having said that, it is possible to bring too much reality into our imaginary world. In fact it is entirely too easy to bring so much reality that our imaginary world ceases to be imaginary.
Next we have what I call “Cinematics” or the Hollywood Effect. That is where we take all the books (PDFs for the 21st century kids) on physics and toss them right out. Who wants to worry about all that noise? Lets have giant robots that move just like people, firing impossibly powerful lasers at each…and dodging them! Lets have a space wizards that can wave their hands and make the bad guys just repeat whatever they say! Lets have a world where people can run around in tights, jump over buildings or get punched through buildings but somehow, either their clothes never tear or if they do tear, it will never, ever be anywhere considered “a private place”. Heck lets take it ever further and have people that can go from people sized to giant green hulking brutes who shred through their shirts…unless they are female…and in both cases their pants will grow with them (see above mentioned “private places” rules)
Yes having those things can be fun and entertaining. However there comes a point where it can be too much or something happens and we just shake our heads and say “well that makes no sense”. It can be jarring, suddenly going from enjoying our imaginary world, running along and then coming to a screeching halt. We stop and reach back for the real world, trying to apply the rules of it to the situation we face in the imaginary world. It takes time, its distracting and it kills the fun when those moments happen.
Last we have Simplicity. Keep It Simple, See? (Yes I know that’s not the standard way to say that). That we need rules to govern our imaginary world is a rule itself. The only question is what are the rules? For me the answer is, KISS. If it requires the equivalent of a four year course of study to understand all the rules of the system, you’ve got far too many rules, charts, tables and not enough fun. If you have to reference three books, a calculator and roll five different sets of dice just to answer one question, you’ve got too many rules. On the other end, too few and you end up encountering situations where you stop, starting asking questions and reach back for reality to try and resolve them. I’ve already covered why that is not fun.
So to maximize the fun for everyone, a balance is needed between these three forces. Palladium’s lack of balance is so well known it’s hardly worth mentioning it in detail. Actually beyond that, I’ve already typed over 600 words and really don’t feel like typing another 16,000 words listing in detail all the short comings of the system. It’s not the Palladium system that keeps me coming back to Rifts, it’s the setting.
That’s how I feel about the RPG experience with regards to reality Vs Realism Vs Simple ^_^
PS I will still try to find all the rules for parrying modern weapons. I know I read the one about tattoo Flaming Shields being able to parry modern weapons at a -3…somewhere.