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Agreed.WlfSamurai said:I disagree with every fiber I have. Unless your definition of "creativity" is control, RP systems do nothing of the sort. If anything, systems can give inspiration and direction to creativity.
Now, where I have a problem with a system is when it gets in the way of me telling a story. When the system stops me from being able to complete actions that make sense narratively, dramatically, and logically. Great examples in most systems are "grappling" and "disarming" opponents. Basically, Batman could never really exist in most RPGs. I have a problem with that. And it's why I tend to gravitate to "lighter" systems.
I say this as I am running 5 Exalted games here. But, if I could condense that game and get the same feel, I would.
Regardless, it's why I started this thread. Freeform seemed like a potential place to trim more fat and get to the good stuff of RPGs.
Personally, I feel a mix of both narrative costs and limits is good, for example, I shoot a fire ball from my hand, but I can only do this by drawing from the fire in my soul and require meditation to recharge it(cost), and I can only shoot fireballs when in sunlight as it amplifies my soul allowing it to manifest(limit).WlfSamurai said:That makes sense. Would it be a good idea, then, to ask for a cost to each ability/power/skill more-so than a limit?
This is usually the case, yes.WlfSamurai said:First, I see some with a basic system, but some just say "list your skills/talents". Do the latter simply fall back on narrative description during any kind of challenge?
In theory you try to write out what makes the most sense. For example if we're role playing two boxers and I throw an uppercut at you, your character could take the hit, dodge, block, or something else. Problems arise (as I mention earlier) when two people have different views on what each character should be capable of. I could feel that my hit should have connected because I'm playing an old boxing trainer who's been at this for years, but you could feel that you're character's youth and agility should allow him to dodge it. This is why I suggest determining a winner before a fight starts, so the rest os just details on how awesome you want to make the fight. Note that this also applies to fights between two PCs in games that don't have storytellers.WlfSamurai said:Second, if there's a ST, how does combat play out between NPCs and players? If its a system-less game, do they just always win but with description? How can a system-less game build a challenge?
Character flaws, in my experience, are ways for you to add more depth to the character instead of having him be one dimensional. However I played on forums where anyone could play with anyone else and there was no Story Teller, so it is possible that you might see your flaws brought in to play if you go that rout.WlfSamurai said:Last, tell me more about flaws. It seems most of these games at least ask for a few character flaws. Are they just for the ST to exploit?
I'd like to second this - I've never been interested in fights for their own sake in freeform, only for what they bring to character development, so "winning" is far from first priority. Hell, just the other day I was planning a fight with a friend... that my character will lose, because that works better for her development; we're both excited as hell to write the fight regardleess of who wins because it's a fun excuse for wordplay/descriptive hyperviolence (two dragons... in an entirely human world... yeah there's going to be some damage) and an interesting point for both of their character development.JayTee said:This is why I suggest determining a winner before a fight starts, so the rest is just details on how awesome you want to make the fight.