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Learning New Systems

Started by Hackmaster, July 16, 2007, 08:31:27 AM

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Tyberious Funk

I'm a bit of a system whore.  It's not so much that I chop and change, because I always seem to find myself with groups that don't like much variety with their systems.  But I like the idea of exploring new systems.
 
Though, as I've got older and my time has become much more precious, I have a lot less tolerance for crunchy systems.  I don't mind learning a new, simple system.  Particularly if it is elegant and well written (and consise).
 

Seanchai

I love acquiring and playing new systems. That said, I support your right to stick with what you like - and not be called names because of your decision - one hundred percent.

Seanchai
"Thus tens of children were left holding the bag. And it was a bag bereft of both Hellscream and allowance money."

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ColonelHardisson

It's too difficult for me to even find a group to game with in recent years, let alone change systems on a regular basis.
"Illegitimis non carborundum." - General Joseph "Vinegar Joe" Stilwell

4e definitely has an Old School feel. If you disagree, cool. I won\'t throw any hyperbole out to prove the point.

Kyle Aaron

Quote from: Tyberious FunkI'm a bit of a system whore.  It's not so much that I chop and change, because I always seem to find myself with groups that don't like much variety with their systems.  
You'll find that people are quite willing to try new systems, it's just that you have to offer to GM them. Once you've GMed them, then perhaps others will want to GM them, too, and then you get to play them.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

beeber

i want to learn new systems, but haven't the time.  but i don't mind not knowing how things work when i play--it reminds me of days of yore when i didn't know what a "hit die" was.  keeps games fresh.

Gunslinger

I find the problem not with learning a new system but translating it to the other players so as not to cause problems in play which could lead to us dumping the system for something we all know.  There's only a very small handful of games that we all own and play.  There's just not a lot of patience for learning in play when you only have a limited time to play.
 

Tyberious Funk

Quote from: Kyle AaronYou'll find that people are quite willing to try new systems, it's just that you have to offer to GM them. Once you've GMed them, then perhaps others will want to GM them, too, and then you get to play them.

Ummm... I have offered.  In some cases, I've actually run a new system... only to have players go "That was cool... now let's get back to playing our regular system."
 
I find it's an attitude particularly prevelant in D&D players.  The XP/Level system means that someone in the group will always complain that they are a few XP away from gaining a level and that they don't want to try a new system right this moment.  Gaining levels is like crack... you always want that next hit.  Anyone that tries to run an alternate game is just wasting your time, delaying you from getting the next hit.
 

droog

Why don't you get a different group together?
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
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Kyle Aaron

Quote from: Tyberious FunkUmmm... I have offered.  In some cases, I've actually run a new system... only to have players go "That was cool... now let's get back to playing our regular system."
With groups I've been involved with alongside you - perhaps over a dozen different players in all - we were quite willing to go with other systems and GMs. I remember there was even a certain Fate Serenity game which was very well-received, and which I for one said I'd like to keep playing, but...?

So in the past you gamed with some lazy guys, so what. The players I've gamed with along with you, they were quite open to things.

Most gamers, I think, are quite willing to try new systems. But most gamers would rather play than GM, so that cuts down on the number of times people actually do try those new systems. Consider for example someone we know who's always praising Burning Wheel... :p

Do you want to book into GMing for after the game of killing the Republic and taking its stuff? I'd be delighted to be a player for a change. Hell, you can usurp me now, if you want. All those Latin names and the different political positions are doing my head in! Feudalism was much simpler.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Tyberious Funk

Quote from: droogWhy don't you get a different group together?

Sometimes I do.  For example, I wanted to run Dogs in the Vineyard but didn't get much interest from my group at the time.  So I pulled together some other players and ran a few sessions.  It was pretty good, and it got the urges out of my system.  I did something similar with Savage Worlds.
 

Tyberious Funk

Kyle, my "complaint" (and I use that term loosely, because it is more of an observation than a real beef), doesn't really apply to my current circumstances. It goes back to previous groups... even as far back as my first D&D group. It used to seriously bug me back then, but now... not so much.
 
In any event, I realise my limitations. I get excited by some new system, and then I get other people excited and I actually get them to agree to try it out, and then I get all distracted by someth....
 
 
ooooohhhh.... shiny things!
 

Kyle Aaron

So really it isn't that gamers don't like to learn new systems, just that you have the attention span of a goldfish :hehe:

Oh well. Now I got a new saying, dunno if it deserves to join the other mottos in the sig. It goes like this: "Stop bitching and start pitching". :p
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

jdrakeh

Honestly, for me, it depends on the system. I don't really have enough time to learn something new that is as demanding or involved as D&D 3.5 was. I made an exception for JAGS for practicality reasons (i.e., I can use that system for multiple things). Small, intuitive, games I have no problem with reading from front to back, on the other hand. I just picked up Bones the other day, for example, and am loving it (even though things are poorly explained in certain places).
 

James J Skach

See, now here I am at the age of 41 looking to learn new systems.  I don't know if I'll get to them in depth - in fact I doubt I will.  I default to D&D not because it's wha I know, but because it covers all my bases.

But that hasn't stopped me from playing in a game of Roma Imperious and buying it to get more familiar with it.  I'd love to play Nebuleon using the same Iridium core (branching out in rule and genre!).

I find the biggest limitation time. No matter how light or easy or fast a system may or may not be, it still take X amount of time.

I do have the Star Wars Saga and then I go RI and then I got into a group that I hope to play in for the first time this weekend (c'mon doctors, get me out of here) and that looks like it's Forgotten Realms, so I have to prepare for that.

Look at me, complaining about too much gaming opportunities...

So, yeah, I do want to learn/experience new systems to see how different aspects affect play. It's all a matter of time....
The rules are my slave, not my master. - Old Geezer

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Haffrung

I've never been very keen on rules crunch, but as we've gotten older the rest of the players rely on me more and more to teach the games, master the mechanics, and make sure everything runs smoothly. This means I've learned to put more prep work into my games, and even if it's a bit of a chore I've found it well worth the effort in keeping sessions moving.

First off, I happily discard entire sub-systems from the games I teach. So the special rules for associating spells with a person or item? Gone. Same with the mounted combat rules and the lunar cycle modifiers. Since I'm the only one who's going to remember this stuff, what my players never learned in the first place can't hurt them.

Then I make a summary of the game rules. I fit everything the players need to know on two single-sided pages of bulleted text. Included in those summary sheets is a list of What You Can Do, alongside the corresponding mechanics. As for the GM side of things, I don't worry about it much. Again, what the players don't know can't hurt them. If I have to fudge something or rule by fiat, then so be it.

So I think preparation and a ruthless eye to cutting down the rules set are the keys to learning and teaching new systems.