Rurik said:
Well, I wasn't going to wade in on this, but since we're casting stones:
I found the following passage from the review to be bordering on insult:
What it does not do is take you by the hand like you're a 10-year-old who would need to be strictly framed by the rules.
I have been gaming for almost 25 years now and not touched D&D for over 20. I consider myself an experienced, mature gamer and have no problem houseruling are making rulings on the fly. I have also been one of the voices very critical of some of the content in the rulesbook and felt that that comment was directly aimed at people like me who have complained about the rules. And there are a lot of valid complaints - and I am talking outside of the 'why did they change this or that' gripes.
The fact is that the core rules has some horrible errors. The combat system was so muddled that a clarification pdf had be released almost immediately, and the combat examples in the book, as well as the text in places, contradicts the clarification. The combat tables in the rules contain results that are impossible in the rules as written and only add to the confusion. I could go on, but won't. Mucking up combat (the heart of most rpgs) is bad enough.
Every book has typos and errors that need errata, but honestly the Core Rulesbook is one of the worst messes I have seen in a while. I don't want my hand held like a 10 year old, but I do want the essential rules explained reasonably clearly. Note I have not griped about design decisions or halving or rules changes (well not in this post anyway

).
I cannot see giving the book 5 stars based on the state of it as printed.
I'm not trying to create bad blood, you are obviously an intelligent gamer and you have made some very good posts on here. When you post a public review and ask for comments you get them. I can clearly see why Exubae's 'sycophantic' remark offended you, but overall I agree with what he had to say. And your implication that critics of the system are just being immature really brushed me the wrong way. Much of the criticism has been just plain negative, but alot of it has been in the spirit of improving the game. I for one wouldn't still be here if I didn't want MRQ to do well.
Peace out.
First off, thanks for your input Rurik. It is greatly appreciated!
I know you're not trying to create bad blood.
I see two parts in your comments about my review. I will take them separately, if you don't mind.
One is relative to the errors in the book and the way the book has seen publication which
de facto tells you that this Main Rulebook does not deserve 5 stars. I can see your point of view, and I'm sure many people will agree to that. It's logical and understandable.
Based on these criteria, I would have probably put a 4 or 3 stars instead of 5, but it was not my standpoint while writing the review. When writing the review, I was asking myself how this or that component of the game system would affect this or that aspect of the actual play around the game table.
When looking through the rulebook with that idea in mind, I could see none of the flaws that would be detrimental to the actual play. I wasn't thinking in terms of hunting down mistakes (and there are some, we both know that - I fully acknowledge it), but rather in terms of how these mistakes could be worked out by an experienced GM, and I've seen none that couldn't be quickly and neatly houseruled during the game.
The bottom line, really, is that MRQ's main rulebook appeals to my imagination and makes me want to play it. I see nothing there that scares me or makes me think "gee, that system is broken". I just put my comments here and there, put a few houserules together before playing it, and I'm set.
I'll stop there. I think we can both understand now how our takes on MRQ may be as different as they are.
The second part was the remark:
What it does not do is take you by the hand like you're a 10-year-old who would need to be strictly framed by the rules.
That's a whole another matter because it's more a question of how the remark was perceived as an insult directed at people criticizing the game rather than whether or not the point of the sentence is correct (and it is, I stand by that).
Let me say it without turning around the topic: It was a remark targeted at people waiting for the theoretical game system to answer all the questions for them, and particularly rules lawyers who want nothing less than to be spoon-fed with the game's mechanics, whether these are running MRQ, D&D or whatever other RPG. It was targeted at a precise kind of gamer who could read this review, and yes, it wasn't meant to be a "nice-nice" remark.
To understand where I come from, I'm going to talk a bit about what makes an "experienced GM" from my point of view, but first, I'd like to talk about what is
not making one.
What is not making an experienced GM, in my opinion, is the number of years the GM has been running a game. I've seen GM running games for the first time and be really good at it. I've seen GMs with 20+ years of experience who ... should have known better to say the least, whether when running one-shot sessions or full-fledged campaigns.
Do you get more decent GMs out of people who have years of experience with RPGs rather than newbies? Sure, but that's rather incidental, I think.
What makes an experienced GM?
- As a GM, you have run many different types of games and strive to master them all. You are not a one-trick pony. You develop your skills like an athlete develops his own: by acknowledging your weaknesses, working at them, overcoming them and changing them into advantages.
- A deep understanding of the nature of RPGs. This means you master rules and gameplay, yes, but also social interaction, refereeing, and so on. You become a great host, because you can be welcoming, stimulating to the players input to the game, but you also can get clear and bring forth your confidence as soon as something or someone crosses the line of decency in such a social event.
- A curiosity about people and their imaginations. Not only his own, but the ones of the players as well. An experienced GM developed a great empathy for other people and can feel them in rather amazing ways.
- That bears repeating, but the experienced GM is confident in his/her own skill. This means that you try things out with a system, try things out with other types of feels or inspirations you are exposed to. This goes back to my first point about the willingness to work on weaknesses and develop skills rather than just becoming a one-trick pony.
There are other components, but that's sufficient to explain what I'm talking about when I'm thinking of "experienced GM". These are GMs that developed an understanding of the ins and outs of all the aspects of RPGs. Doesn't matter how many years that takes.
As always, when reading a criticism of a certain approach to a certain topic, it's best to understand the context in which it is scribbled.
My MRQ review was meant to talk about something else than D&D. For me, these are two different types of games with two very different sets of expectations. Sometimes, when reading some of the negative input regarding MRQ, I feel like I'm reading points brought by rules lawyers reading D&D supplements and discussing over and over about the Ranger, whether its over or underpowered, or whether the Radiant Servant of Pelor is truly broken, or which variation of the Incantatrix is the best in the context of the rules.
Rules criticism, when it is constructive, is great and needed. If people feel your input is valuable to them, then it is. Don't mind my remark and don't take it to yourself.
I'm getting a bit off track here. Let me put it this way: what I truly dislike about people bashing rulebooks is the theoretical aspect these debates usually have. I'm the kind of GM who values practice over theory, who values the craft rather than the maths behind the scenes. That's where I come from. I hope it makes you understand my remarks better.
Can rules criticism be constructive in some instances, and do we need that kind of constructive criticism? Yes, I agree at 120 % (I wonder if that means I'll have to halve my percentage in opposed tests...

). Could rules criticism be more constructive than it already is? I have to say yes.
Now could players and GMs enjoy MRQ as an intuitive system when they're not afraid to come up with adjudications on the fly? They can. Can they consider the system to be excellent as it fits their needs for an intuitive system? Yes. Does the system try to answer all the questions and detail everything for you? No, it's not. Was it part of the design goals? I'm sure some of the mistakes weren't intended, but I'm also pretty sure that the intuitive part of the system was part of the game design (the different styles of damage for weapons for different styles of gameplays you can find in
Signs and Portents, written by Matthew Sprange, tell me much in terms of intents behind the game system here - maybe I'm just reading too much into it, but that's what I feel).
Does the rulebook take you by the hand like D&D's Third Edition Players Handbook tries to do? No, it does not.
If you felt offended by my remark, I apologize. I should have known better and have explained more what I meant. I thought the statement was self-explanatory, and it wasn't.
And sorry for the long, excruciating post. I thought it was needed.
Cheers,