I'm enjoying this conversation too. No offense taken or intended in any comments given or received.
I think that's a very risky assumption to make.Originally posted by Scottomir
unbalanced rules with end effects not thought all the way through when designedOne person's 'broken' is another person's 'What? That works just fine!'
I don't know what the designers had in mind for the ideal goal when designing the game, and may never know since a look at the credits page of the core book shows me that the majority of the designers, developers, and authors of the core book are no longer with Decipher, for one reason or another.
It's entirely possible they purposely developed a flexible, open-ended system that relies on significant Narrator discretion. Based on what I've read in the core book, I think that's pretty much where they were going. I don't know for certain, though.
Is the system as 'crunchy' as some would like? No. Is it as free-form and dice-free as others would like? No. I think it does make an effort to find a middle ground, with enough flexibility built in to allow a Narrator to go into deeper detail, or to drop the majority of the rules and go with a more storytelling, narrative driven approach that all but ignores die rolling.
Was every rule and option in the core book playtested to the nth degree? I have no idea.All I know is that 99 percent of the rules in the book have worked for me, as written, for over a year. I also know that there have been a lot of people online who have creatively disagreed with the rules.
What I'm still trying to figure out is whether a) the rules are in fact broken and I'm doing something horribly wrong in my game, or b) the rules are fine as written but gamers are finding the rules not to their liking and alternately changing them to suit or falling back on the 'this doesn't work for me so it must be broken' idea.
*shrug* All I know is that it works for me. If you don't like the mook rules, change them. I did.![]()