Mongoose Pete
Mongoose
I have a question which I was hoping that the posters on this forum might debate for me. Not wishing to cause any offense, I am very interested to know about how difficult players find MRQ (and similar) systems.
Over the months we've had many discussions involving different types of contest resolution and skill modifications. Often the answer comes back that "my players can't do this because..." with a reference to learning difficulty or lack of mental arithmetic.
So what I am asking is this. Does the average player in your games honestly find it difficult to;
1) add or subtract two-three digit numbers in their heads?
2) use an opposed roll to counter an attack/poison/orator etc?
3) change from rolling low to rolling high?
and;
4) how long did it take them to learn the dice rolling steps of combat?
I unfortunately fall into the trap of assuming that most rollplayers are reasonably well educated. I may well very well be wrong, and that the standard of education and/or mental flexibility has dropped with the passing decades.
But considering my experiences at conventions and starting groups with new RPG systems, I have yet to find any roleplayer who hasn't been able to make the switch after two or three gaming sessions at the most.
So is MRQ too complicated for the average man to understand? Does regular mental arithmetic cripple people's brains and cause them to shut down for more than a second? Or do players simply become set in their ways like old men, and dislike changing to 'new-fangled' rules? :wink:
Once again, I do not want to cause any upset, but I'm interested in opinions on the subject.
Over the months we've had many discussions involving different types of contest resolution and skill modifications. Often the answer comes back that "my players can't do this because..." with a reference to learning difficulty or lack of mental arithmetic.
So what I am asking is this. Does the average player in your games honestly find it difficult to;
1) add or subtract two-three digit numbers in their heads?
2) use an opposed roll to counter an attack/poison/orator etc?
3) change from rolling low to rolling high?
and;
4) how long did it take them to learn the dice rolling steps of combat?
I unfortunately fall into the trap of assuming that most rollplayers are reasonably well educated. I may well very well be wrong, and that the standard of education and/or mental flexibility has dropped with the passing decades.
But considering my experiences at conventions and starting groups with new RPG systems, I have yet to find any roleplayer who hasn't been able to make the switch after two or three gaming sessions at the most.
So is MRQ too complicated for the average man to understand? Does regular mental arithmetic cripple people's brains and cause them to shut down for more than a second? Or do players simply become set in their ways like old men, and dislike changing to 'new-fangled' rules? :wink:
Once again, I do not want to cause any upset, but I'm interested in opinions on the subject.