Originally Posted by
tonyg
I also disagree without about the GM using the rules as a last resort. Run a campaign that way and it would be pretty boring for the players. The GM could just decide by fiat in the players succeed or not.
Well I think this strongly depends on the style of game and narrating. I for one put much emphasis on story, drama, etc. and therefore tend to ignore results, if it would otherwise ruin a situation with good potential. This goes along with my method of not having the characters die unless they do something obviously stupid and fail to roll high enough. I try to actually develope the character and by that tell a story and if I am very very lucky have my players think about a topic or an idea.
In such a game the rules or posible holes in it are not too important. I for example regulate difficulty not only by the actual task, but also by the way the player describes the way she does things. The more details there are the easier it usually gets.
Of course there are other styles and games. You can also choose to have a very realistic gamewith the goal to make it as real as it gets. This is perfectly ok but I figure in such a case such rule holes really become a problem. I remember we discussed a similiar topic back, when we first saw stats for the TNG-Crew, in my group, but figured it would not affect our game so much, since everybody knew they could not defeat Data in arm-wrestling, even if the rules could allow it.
However I don't think ICON was designed for such a realistic approach - not necessarily for the other extreme either - and therefore it probably is not suitable for it or at least as suitable as other systems.
The main advantage with ICON is that it is easy to learn, fast and the same mechanics work for any task. In such a game however realism will always be lacking.
In case you are searching for a more realistic system, you might want to try the old space master rules, which are very realistic and detailed - of course at least at the beginning they are very slow.
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