duncan_disorderly
Mongoose
Adept said:Rurik said:Adept said:You are coming across as equally inflexible as you are accusing the other side as being. You point seems to be that the 'new' advance of traits/advantages/disadvantages should be used in all modern games.
From my wery first post on the subject
Adept said:PS. Oh, and I'm also not saying you can't run a beautiful, complex and character driven game on MRQ. You can pretty much do that with any system (and MRQ works better for that than, say D&D). It's just that the system does nothing to actually help you there.
I was trying to be constructive. MRQ aims at being a general use game. It would be good to keep eye's open to what is happening in the wider world of RPG development.
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No problem there. Except that (1) Not everyone conisders Advantages/Flaws <i> a la </i> Gurps actually help that much either and (2) even if they did, they are hardly cutting edge in terms of RPG development (Me, I like the HQ approach. If you take a flaw it's to give you a chance to steal the limelight by highlighting it, so it costs points (Words in HQ) rather than giviing you extra to spend elsewhere)
I also find it amusing that you complain about D&D's mini-maxing and at the same time promote GURPS minimaxing systems as something to aim for.
The other great thing Disadvantages do for Munchkins is to allow them to justify their play as being "just playing their character". See in D&D I'd just be a munchin playing a fighter who killed the opposition and stole their treasure, but now I'm using disadvantages I've taken "Bloodthirsty" and "Greedy", so now I'm a "proper" roleplayer, and I get extra points to spend boosting my sills!
(This is, of course as universally true as all D&D players are munchkins, or all roleplayers are nerds, or all women would prefer character driven games all the time...)