Autore Topic: Differenza fra \  (Letto 8642 volte)

Differenza fra "Sistema zero" e "Old Style"
« Risposta #15 il: 2010-01-17 16:03:09 »
NO questo è OD&D non scatola rossa il testo viene da una delle primissime avventure di Gygax!!!!!

Differenza fra "Sistema zero" e "Old Style"
« Risposta #16 il: 2010-01-17 16:22:30 »
Citazione
[cite]Autore: mirkolino[/cite][p]NO questo è OD&D non scatola rossa il testo viene da una delle primissime avventure di Gygax!!!!![/p]

Davvero? Perchè io possiedo quel modulo avventura (La rocca sulle Terre di Confine.. anche conosciuta come B2 se non sbaglio)... ed è fatta per la scatola rossa. Non pensavo ci fosse una edizione precedente. :-)
Lord Zero - (Domon Number 0)

Differenza fra "Sistema zero" e "Old Style"
« Risposta #17 il: 2010-01-17 16:25:24 »
eccone un'altra introduzione al DM sempre per le edizioni precedenti del 1979

Tratto da
Dungeon Module B1
In Search of the Unknown
del 1979 per la seconda edizione di D&D quella con la scatola blu

HOW TO BE AN EFFECTIVE DUNGEON MASTER
The Dungeon Master, as referee, is the pivotal figure in any
DUNGEONS & DRAGONS game. Accordingly, the DM's ability
and expertise—as well as fairness—will be important factors
in whether or not the game will be enjoyable for all of the
participants.
The D&D game is a role-playing game, and is unlike traditional
games which have a firm basis of regulated activity
and repetitious action. A D&D adventure is free-flowing, and
often goes in unknown and unpredictable directions—and
that is precisely the reason it is so different and challenging.
The Dungeon Master is best described as the moderator of
the action, for the DM oversees the whole process, keeps the
game moving, resolves the action based upon events occurring
and player choices made, and monitors the actions and
events outside the player group (i.e., handles monsters encountered,
determines the actions of non-player characters
encountered, etc.). The DM's responsibilities are considerable,
but his or her foremost concern should be to provide an
enjoyable game which is challenging to the players. This
means that risk should be balanced with reward and that
game situations are neither too "easy" nor too deadly.
Above all, the DM must be fair, reasonable (without giving in
to the unreasonable demands of the players), and worthy of
the respect of all the participants.
Beginning Dungeon Masters who are not familiar with the
game often ask the most common first question, "Exactly how
do you referee the game?" The answer is that there is no single
best way—different DM's have different styles, just as individual
players do. However, there are certain guidelines
which are important to follow . . .
First, it is crucial to keep in mind that this is a game based on
player interaction and player choice. The game generally
follows the course of the player's actions—if not always their
plans! As moderator, you present an ever-changing situation
as it occurs (sort of like an unfolding story, or even a movie, if
you like to think in those terms), and the players respond pretty
much as they desire. As the game goes on, you are presenting
them with a hundred different opportunities and
choices—exactly how the game goes will depend upon their
response to those opportunities and choices. For instance, if
players decide to walk down a corridor and find a dead end
with three doors, they have a number of choices—simply turn
around and ignore the doors, listen at one or more before
proceeding elsewhere, try to open one or more (either normally,
by forcing them, or even by simply bashing them in), or
whatever. You describe the situation, then await their decision
as to a course of action. Of course, some decisions will
be more difficult, or quick, or crucial to survival—and as always,
imagination and resourcefulness, as well as quick
thinking, will usually be rewarded.
Second, a good DM remains "above the battle" and does
not attempt to influence player actions or channel the activity
in a particular direction. The Dungeon Master should do
everything possible to assist players in their quest without actually
providing important information unless the players
themselves discover it or put the pieces of a puzzling problem
together through deduction or questioning, or a combination
of the two. A large part of the game consists of player
questions, many of which are, "What do we see?" Your job as
gamemaster is to answer those questions without giving too
much away. You need not hint to players any information
that they do not ask for on their own, except in unusual instances.
Allow them to ask the questions, and allow them to
make the choices.
In the same vein, as Dungeon Master you will enjoy watching
players wrestle with the problems you present them with. Although
you may set up situations to challenge them, you
must understand that you are not their adversary, nor are you
necessarily out to "defeat" them. You will enjoy moderating
a well-played game where players respond to the challenges
encountered much more than one where the adventurers
foolishly meet their demise in quick time. However, if
your players abandon caution or make stupid mistakes, let
them pay the price—but be fair. In many cases, a danger
due to lack of caution can be overcome, or a mistake in
judgment countered by quick thinking and resourcefulness,
but let your players do the thinking and the doing,
As Dungeon Master, you are the game moderator. This
means you set the tempo of the game and are reponsible for
keeping it moving. Above all, you remain in control of the
situation, although with reasonable players your game
should always be in control. If players are unusually slow or
dilly-dally unnecessarily, remind them that time is wasting. If
they persist, allow additional chances for wandering monsters
to appear—or at least start rolling the dice to make the
players think that you are doing so. If players are argumentative
with each other, remind them their noise also serves to attract
unwelcome monsters; if they persist, show them that this
is true.
Lastly, it is important to remember that the Dungeon Master is
the final arbiter in his or her game. If players disagree with
you, hear them out and reasonably consider their complaint.
However, you are the final judge—and they should understand
that, as well as the fact that not everything will go their
way, or as they expect. Be fair, but be firm. With human nature
as it is, players will undoubtedly attempt to try to talk you
into (or out of) all sorts of things; part of the fun of being a DM
is this verbal interplay. But in the end, what you say is what
goes.

Moreno Roncucci

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Differenza fra "Sistema zero" e "Old Style"
« Risposta #18 il: 2010-01-17 16:39:00 »
Sul ruolo del GM, è interessante questa lista di 97 definizioni presi da altrettanti gdr
How Different RPGs Define the GM’s Role

Purtroppo sono solo frammenti, e l'editing mi pare sospetto (per esempio, dal quote di AD&D non si vede che era strapieno di roba tipo "You [The GM] do have every right to overrule the dice at any time if there is a particular course of events that you would like to have occur.(Advanced Dungeons and Dragons, Dungeon Masters Guide page 110), però è interessante per fare qualche confronto...

Qui deve fornire una "sfida"
Citazione
Advanced Dungeons & Dragons – Players Handbook, 1st Edition) (TSR, 1978) :    The game is ideally for three or more adult players: one player must serve as the Dungeon Master, the shaper of the fantasy milieu, the “world” in which all action will take place. [...] A good Dungeon Master will most certainly make each game a surpassing challenge for his or her players. [...] The Dungeon Master must design and map out the dungeon, town, city, and world maps. He or she must populate the whole world, create its past history, and even devise some rationale for what transpired (and will probably happen). (Pages 7 & 8 of 128)


Qui è diventato un intrattenitore:
Citazione
Advanced Dungeons & Dragons – Dungeon Master’s Guide, 2nd Edition (TSR, 1989):     Being a good Dungeon Master involves a lot more than knowing the rules. It calls for quick wit, theatrical flair, and a good sense of dramatic timing, among other things. (Page 7 of 192)


Ancor peggio capita con Call of Cthulhu:
Citazione

Call of Cthulhu – Core book, 2nd Edition (Chaosium, 1983)

    A game moderator, known as the Keeper of Arcane Lore (“Keeper”), is necessary for this game, and his role is to attempt (within the rules of the game) to set up situations for the players to confront. [...] …a game moderator who runs the world in which the adventures occur. (Page 5 of 96)

Call of Cthulhu – Core book, 5.6 Edition (Chaosium, 1999)

    The player who acts as keeper becomes the game moderator. Perhaps using a published scenario, or creating on of his or her own, the keeper knows the entire plot of the story and presents it during play, incidentally taking the parts of all the monsters, spooks, and sinister or ordinary people that the investigators meet. (Page 24 of 287)


Non male, passare da "set up the situations for the players to confront" a "the keeper knows the entire plot of the story and presents it during play"...  :-(

Tornando a D&D, vediamo il gioco "non advanced":
Citazione

Dungeons & Dragons – Core book, 2nd Edition (TSR, 1978)

    The characters are then plunged into an adventure in a series of dungeons, tunnels, secret rooms and caverns run by another player: the referee, often called the Dungeon Master. [...] The Dungeon Master designs the dungeons and makes careful maps on graph paper. (Page 5 of 48)

Dungeons & Dragons – Core book, 3rd Edition Bluebook (TSR, 1979)

    The characters are then plunged into an adventure…run by another player: the referee, often called the Dungeon Master. (Page 5 of 46)

Dungeons & Dragons – Game Master’s Guide 3.0 Edition (Wizards of the Coast, 2000)

    Rather, you get to decide how your player group is going to play this game, when and where the adventures take place, and what happens. You get to decide how the rules work, which rules to use, and how strictly to adhere to them. [...] You get to build a whole world, design all its characters, and play all of them not played directly by the other players. [...] Since you control the pacing, the types of adventures and encounters, and the nonplayer characters (NPCs), the whole tenor of the game is in your hands. (Page 6 of 256)


Visto poi che c'è gente per cui "tutto questo in GURPS non c'è, è un gioco per il sandbox play". vediamolo cosa dice GURPS:
Citazione
GURPS – Basic Set, 3rd Edition, Revised (Steve Jackson Games, 1999)

    The nature of the adventure is set by a referee, called the Game Master (GM, for short). The GM determines the background and plays the part of the other people the characters meet during their adventure. [...] The GM describes the situation, and tells players what their characters see and hear. [...] Depending on the situation, the GM may determine what happens arbitrarily (for the best possible story), or by referring to specific game rules (to decide what is realistically possible), or by rolling dice (to give an interesting random result). (Page 8 of 278)

E' una definizione perfetta di Parpuzio. Dice ESPLICITAMENTE che in ogni singolo momento il GM può decidere se seguire le regole, decidere arbitrariamente ("for the best possible story", ovviamente), o tirare un dado a casaccio fregandosene delle regole...  :-)

Dopo stà roba, leggere questo brano dall'ormai stra-citato James Bond rpg è una ventata d'aria fresca...
Citazione
James Bond 007 – Basic Game (Victory Games, 1983)

    The director is called the Gamesmaster (usually abbreviated as GM). The players will act out the parts of the heroes, and the GM will handle all the villains and minor characters (called Non-Player Characters, or NPCs). The GM creates the script, portrays all secondary characters, and acts as the final arbiter on the rules of the game — that is, the rules all have agreed to play by. (Page 5 of 160)

Anche se quello "script" mi fa temere che ci sia un piccolo problema di cose impossibili prima di colazione...  :-(

"Macho Woman With Guns" è più franco e diretto, com'è nel suo stile :-)
Citazione
Macho Women With Guns – Core book, 3rd Edition (BTRC, 1994)

    You are the GM, and in game terms that translates to complete godhood. It’s the only chance you’ll get, so abuse it to the hilt. (Page 41 of 68)


Come sempre, Greg Stafford si distingue dalla massa...
Citazione
Pendragon – Core book, 4th Edition (Chaosium, 1993)

    The gamemaster describes the world and events within it to the players. He controls the nonplayer characters.

    The gamemaster in a roleplaying game directs the flow of the game while the players control the actions of the characters. As the gamemaster describes what is going on, where they are, and other details of the plot, the players choose actions for their characters, thus cooperating with him in creating the adventure.

    The gamemaster oversees the imaginary world, describing it in detail and directing its course. [...] When they have questions or need help, players turn to the gamemaster for answers. Likewise, the gamemaster must ask for opinions from the players to make it an acceptable game. (Page 5 of 351)


E' impressionante pensare che scriveva queste cose nel 1993, in piena "Vampiremania"... "the gamemaster must ask for opinions from the players " "As the gamemaster describes what is going on, where they are, and other details of the plot, the players choose actions for their characters, thus cooperating with him in creating the adventure."...  sono anni che non rileggo Pendragon, chissà se c'è la regola zero...

Questo brano da Runequest non so se l'ha scritto Stafford o Perrin (più probabile il secondo):
Citazione
Runequest – Core book (Chaosium, 1978)

    The player creates one or more characters, known as Adventurers, and plays them in various scenarios designed by a Referee. The Adventurer has the use of combat, magic, and other skills, and treasure. The Referee has the use of assorted monsters, traps, and his own wicked imagination to keep the Adventurer from his goal within the rules of the game. (Page 3 of 120.)


E da Tunnel & Trolls:
Citazione
Tunnels and Trolls – Core book, v5 (Flying Buffalo, 1979)

    Someone must create (dig) and stock a dungeon with monsters, magic, and treasure. The person who does that has godlike powers over his or her own dungeons, but is expected to be fair to the other players. The Game Master, or GM (also referred to from time to time as the Dungeon Master, or DM) may not play as a character inside his or her own dungeon. (Pages are not numbered.)


Ed ecco il nostro vecchio amico, Vampire!
Citazione
Vampire: The Masquerade – Core book, 1st Edition (White Wolf Publishing, 1992)

    The Storyteller describes what happens as a result of what the players see and do, and must decide if the characters succeed or fail, suffer or prosper, live or die. [...] The Storyteller’s primary duty is to make sure the other players have a good time. [...] As the Storyteller, you are in charge of interpreting and enforcing the rules, yet you are also an entertainer — you must struggle to balance your two roles. (Page 23 of 270)

Come vedete, è molto esplicito nel dire che la decisione sul successo o sul fallimento è direttamente del Narratore, non delle regole.

Alla fine, per confronto, cito il brano da Dogs in the Vineyard:
Citazione
Dogs in the Vineyard – Core book (lumpley games, 2004)

    You’re the GM, though, and that means you don’t have just one character: you have everything else. You play all the supporting characters and antagonists, you have final say over the imaginary sets where the action happens. You set the pace, push the characters into conflict and crisis, and describe the consequences of their decisions. [...] For instance, it’s never the GM’s job to plan what’ll happen. The GM’s job is to create a town at a moment of crisis (which I’ll tell you how to do in good detail) and from then on, only respond. (Page 2 of 101)


...Burning Wheel:
Citazione
Burning Wheel – Core book, Revised (Burning Wheel, 2005)

    In Burning Wheel, it is the GM’s job to interpret all of the various intents of the players’ actions and mesh them into a cohesive whole that fits within the context of the game. [...] He has the power to begin and end scenes, to present challenges and instigate conflicts. [...] Most important, the GM is responsible for introducing complications to the story and consequences to the players’ choices. (Page 268 of 303)


.. e Primetime Adventures!
Citazione
Primetime Adventures – Core book (Dog-eared Designs, 2004)

    During an episode, the producer’s main job is to provide antagonism for the protagonists, in the form of crises, moral dilemmas and occasionally a plain old villain. The producer also has to multitask, feeding individual storylines, incorporating the wishes of players, and playing the part of many supporting characters. (Page 14 of 106)


[edit: cross-postato con l'ultimo post di Mirko]
« Ultima modifica: 2010-01-17 16:43:27 da Moreno Roncucci »
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« Risposta #19 il: 2010-01-17 16:49:37 »
Leggendo i brani postati da Mirko, mi torna in mente una cosa che mi era sempre stata sulle scatole dei "consigli per il GM" di Gygax, anche prima di scoprire i giochi coerenti:  Dio mio, ma quanto se la tira???

Se non è ancora il "Master intrattenitore", il suo è già comunque il "master primadonna", che decide tutto, che è responsabile del divertimento di tutti, che decide e giudica (giudica se il personaggio è degno della sua misericordia e può essere salvato, o se deve essere punito). Non si è ancora messo a raccontare storie, ma solo perché non gli interessano le storie: sul piedistallo di persona "al di sopra del gioco e degli altri giocatori" c'è già salito.
« Ultima modifica: 2010-01-17 16:50:08 da Moreno Roncucci »
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« Risposta #20 il: 2010-01-17 17:04:18 »
Ho scoperto, mentre compilavo il post-elenco precedente, che nei commenti di quella pagina ci sono quote molto più lunghi, che però non ho potuto mettere perchè ero già agli sgoccioli come spazio disponibile nel post. Li metto qui:

Inizio con uno dei giochi-bandiera di chi solitamente nega di stare giocando a Parpuzio, GURPS...  :-)  (il grassetto l'ho aggiunto io)

Citazione

GURPS Basic Set, Campaigns Book, Steve Jackson Games, Fourth Edition, 2004, page 486 of 576 (Note Basic Set is two books: Characters, pages numbered p1-336, and Campaigns, numbered p337-576). This excerpt is the first few paragraphs of the 18-paged Chapter 18: Game Mastering:

“The Game Master (GM) is the referee of a roleplaying game. But that’s putting it too simply. He is like a mystery writer… a storyteller… an umpire… a cosmic book-keeper… the “house” at a gambling casino… and (to the characters) a minor deity.

“The GM is the final authority. Rules are guidelines… the designers’ opinion about how things ought to go. But as long as the GM is fair and consistent, he can change any number, any cost, any rule. His word is law!

“Many things are left up to the GM to decide. A game world gets realism from its completeness. The GM adds all the details that make it come alive. With a good GM, even a bad set of rules can be fun. With a good set, the sky’s the limit. We semi-modestly believe that GURPS is a very good set of rules of rules indeed — but without the GM the rules are nothing.”


E poi, ovviamente, D&D:

Citazione
Dungeons & Dragons (Second Edition), TSR Hobbies Inc., 1978, pg 5 of 48

Dungeons & Dragons is a fantastic, exciting and imaginative game of role playing for adults 12 years and up. Each player creates a character or characters who may be dwarves, elves, halflings or human fighting men, magic-users, pious clerics or wily thieves. The characters are then plunged into an adventure in a series of dungeons, tunnels, secret rooms and caverns run by another player: the referee, often called the Dungeon Master. The dungeons are filled with fearsome monsters, fabulous treasure and frightful perils. As the players engage in game after game their characters grow in power and ability: the magic users learn more magic spells, the thieves increase in cunning and ability, the fighting men, halflings, elves and dwarves, fight with more deadly accuracy and are harder to kill. Soon the adventurers are daring to go deeper and deeper into the dungeons on each game, battling more terrible monsters, and, of course, recovering bigger and more fabulous treasure! The game is limited only by the inventiveness and imagination of the players, and, if a group is playing together, the characters can move from dungeon to dungeon within the same magical universe if game referees are approximately the same in their handling of play.

The Dungeon Master designs the dungeons and makes careful maps on graph paper. The players do not know where anything is located in the dungeons until the game begins and they enter the first passage or room. They create their own map as they explore. While only paper and pencil need be used, it is possible for the characters of each player to be represented by miniature lead figures which can be purchased inexpensively from hobby stores or directly from TSR Hobbies. The results of combat, magic spells, monster attacks, etc., are resolved by rolling special polyhedral 20-sided dice which come with this game.

Dungeons & Dragons (Player’s Handbook: Third Edition), Wizards of the Coast, 2000, pg 6 of 288+16

When you play the Dungeons & Dragons® game, you create a unique fictional character that lives in your imagination and the imaginations of your friends. One person in the game, the Dungeon Master DM controls the monsters and people that live in the fantasy world. You and your friends face the dangers and explore the mysteries that your Dungeon Master sets before you.

Dungeons & Dragons (Game Master’s Guide: Third Edition), Wizards of the Coast, 2000, pg 6 of 256

Let’s start with the biggest secret of all: the key to Dungeon Mastering. (Don’t tell anybody, okay?) The secret is that you’re in charge. This is not the telling-everyone-what-to-do sort of in charge. Rather, you get to decide how your player group is going to play this game, when and where the adventures take place, and what happens. You get to decide how the rules work, which rules to use, and how strictly to adhere to them. That kind of in charge.

You’re a member of a select group. Truly not everyone has the creativity and the dedication to be a Dungeon Master. Dungeon Mastering (DMing) can be challenging, but it’s not a chore. You’re the lucky one out of your entire circle of friends that plays the game. The real fun is in your hands. As you flip through the Monster Manual or look at published adventures on a store shelf, you get to decide what the player characters (PC5) take on next. You get to build a whole world, design all its characters, and play all of them not played directly by the other players.

It’s good to be the DM.

The DM defines the game. A good DM results in a good game. Since you control the pacing, the types of adventures and encounters, and the nonplayer characters (NPCs), the whole tenor of the game is in your hands, It’s fun, but it’s a big responsibility If you’re the sort of person who likes to provide the fun for your friends, to create new things, or to come up with new ideas, then you’re an ideal candidate for DM.
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Differenza fra "Sistema zero" e "Old Style"
« Risposta #21 il: 2010-01-17 17:38:49 »
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[cite]Autore: Moreno Roncucci[/cite]Inizio con uno dei giochi-bandiera di chi solitamente nega di stare giocando a Parpuzio, GURPS...  :-)  (il grassetto l'ho aggiunto io)

Però qui vorrei spezzare una lancia per GURPS, che conosco MOLTO bene sia in 3a sia in 4a edizione.

Il pezzo citato col grassetto è all'inizio del capitolo sul mastering, e nel co-testo significa più "GM, la partita è tua e le condizioni di base le decidi tu, ma una volta stabilite sono vincolanti anche per te", attenzione quindi a quel "as long as the GM is fair and consistent".

Insomma, ma GURPS non dice al GM di cambiare le regole DURANTE la partita, gli dice di definirle PRIMA. E su questo ci metto la mano sul fuoco, Moreno.

P.S.: la scansione della pagina di Werewolf The Wild West che linko a CHIUNQUE mi dica "non ho mai visto un GdR che dicesse al Gm che è Dio" non merita una citazione per il suo machissimo "puoi sputare sulle regole e martellarle fino a dargli la forma che vuoi"? ^_-
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Differenza fra "Sistema zero" e "Old Style"
« Risposta #22 il: 2010-01-17 17:50:03 »
Dobbiamo sempre ricordare che tutti i giochi sopracitati non hanno una vera consapevolezza di design che abbiamo solo dalla critica e nalisi avuta si The forge.

Quindi le sfumatore sono tante, non basta dire che c'è un accenno o uno spunto per definire un gioco con S0.

D&D sin dai primordi tiene conto del problema e pone come soluzione il rapporto giocatore dm mediato dalle regole.

Così come ci sono giochi che sono moderni,incosapevolmente, anche se scritti 20 anni fa (Pendargon ad esempio).

Quindi la differenza la porrei sul fattore di consapevolezza di design , fino all'arrivo dei dei giochi WW non era visto ocme un problema serio.

Invece da Vampiri in poi la consapevolezzà c'è e si da la risposta più scontata il S0

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« Risposta #23 il: 2010-01-17 17:54:57 »
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[cite]Autore: Korin Duval[/cite]Insomma, ma GURPS non dice al GM di cambiare le regole DURANTE la partita, gli dice di definirle PRIMA. E su questo ci metto la mano sul fuoco, Moreno.


Beh, questo pezzo direi che non lascia molti dubbi...

Citazione

Depending on the situation, the GM may determine what happens arbitrarily (for the best possible story), or by referring to specific game rules (to decide what is realistically possible), or by rolling dice (to give an interesting random result). (Page 8 of 278)
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« Risposta #24 il: 2010-01-17 18:14:42 »
GURPS comunque nasce quando il problema era già palesato da un pezzo, non ho la prima edizione della metà degli anni '80, e come impostazione i GDR tradizionali si affidano agli arbitri per gestire ogni problema.

Infatti questo è System 0

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« Risposta #25 il: 2010-01-17 20:01:10 »
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[cite]Autore: mirkolino[/cite]Dobbiamo sempre ricordare che tutti i giochi sopracitati non hanno una vera consapevolezza di design che abbiamo solo dalla critica e nalisi avuta si The forge.


ma infatti non è una colpa. la "colpa" è non volersi muovere da li, considerarli già perfetti.

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« Risposta #26 il: 2010-01-17 21:03:41 »
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[cite]Autore: Moreno Roncucci[/cite]Beh, questo pezzo direi che non lascia molti dubbi...

Uhm... Mi dici l'edizione, per favore (charitable reading, sai che te lo chiedo per mio interesse, non per smontare)?
Io ho la 3a in italiano (la famosa traduzione de I Giochi Dei Grandi) e la 4a.
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« Risposta #27 il: 2010-01-17 21:07:34 »
Citazione
[cite]Autore: Korin Duval[/cite]
Citazione
[cite]Autore: Moreno Roncucci[/cite][p]Beh, questo pezzo direi che non lascia molti dubbi...[/p]
[p]Uhm... Mi dici l'edizione, per favore (charitable reading, sai che te lo chiedo per mio interesse, non per smontare)?
Io ho la 3a in italiano (la famosa traduzione de I Giochi Dei Grandi) e la 4a.[/p]


Era lo stesso quote che avevo fatto nel post precedente, tagliando la parte iniziale ho tagliato anche l'edizione:
Citazione
   GURPS – Basic Set, 3rd Edition, Revised (Steve Jackson Games, 1999)

    The nature of the adventure is set by a referee, called the Game Master (GM, for short). The GM determines the background and plays the part of the other people the characters meet during their adventure. [...] The GM describes the situation, and tells players what their characters see and hear. [...] Depending on the situation, the GM may determine what happens arbitrarily (for the best possible story), or by referring to specific game rules (to decide what is realistically possible), or by rolling dice (to give an interesting random result). (Page 8 of 278)


(1999 penso sia la ristampa, la terza è di molto precedente... o è uscita una revised quell'anno?)
« Ultima modifica: 2010-01-17 21:08:33 da Moreno Roncucci »
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Differenza fra "Sistema zero" e "Old Style"
« Risposta #28 il: 2010-01-17 21:51:55 »
Ecco invece il testo che parla del GM nel manuale di Runequest della II edizione del 77 è chiaro direi:

Da Runequest II del 1977

Purpose of the game
The title of the game, RuneQuest, describes its goal. The player creates one or more characters, known as Adventures, and the plays them in various scenarius designed by a Referee. The Adventurer has the use of combat, magic, and other skills, ans treasure. The Referee has the use of assorted monster, traps, and his own wicked imaginazion to keep the Adnventurer from his goal within the rules of the games

Ho cercato poi in lungo e largo regole per tenere nascosti i tiri, non ci sono, o per modificare i risultati idem. Da manuale pare si debba tirare tutto in faccia ai giocatori senza nessuna rete di sicurezza.

C'è anchei n paeendice una serie di consigli su come fare gli scenari e sembra di leggere d&D 4a. scusate se non lo poso ma ho il manuale cartaceo e dovrei ribattere tutto a mano, se qualcuno ha l'edizione in PDf editabile ben venga.

comuque mi pare evidente che Runequest non è S0 semmai sembrerebbe gamista giocatori contro le astuzie dell'arbitro.

almeno in questa vetusta edizione ;)

Differenza fra "Sistema zero" e "Old Style"
« Risposta #29 il: 2010-01-17 21:59:01 »
ecco invece sosa si legge già nella terza edizione dei primi anni '80 ecco comparire nei fatti la proto S0 anche quì

The Gamemaster
The RuneQuest gamemaster has the
immense responsibility and delight of
preparing the game situation and of playing
it without bias. Initially, you might
simply set up a lair of some hostile
monsters or bandits, and then play them
against the player-characters. It is the
gamemaster's duty to make the opposition
smart and mean, or there will be little
challenge for the adventurers, and their
players will be bored. But you must be
just: refrain from arbitrary decisions
against the players even though you may
be frustrated if they out-fight, outwit, or
out-guess your creations in the end.
As you progress as a gamemaster, you
may create elaborate worlds in which the
players' adventurers scheme, fight, parley,
live, and die. RuneQuest is a very flexible
game system; gamemasters can use its
mechanics in many different fantasy
universes. But these worlds must be
exciting and interesting, or the players will
abandon them.
The Player
As a player, your first duty is to play
within the limits of the characters you
generate. Even though you are a
chemistry major, for instance, your
shepherd character cannot (without learning
or training) stroll to a game world
village and open an alchemy shop.
Operating within your adventurers'
limits will challenge your imagination.
How well you act out the roles you create
defines how well you roleplay, the
ultimate enjoyment which this art form
affords. Real roleplaying-clothing a few
numbers with imagination -is as demanding
and as satisfying as any dramatic art,
and should be approached with playful
seriousness.
Like anything else, roleplaying is easier
after doing it a few times. Always have
some idea of your character before you
start, but also allow new events in his or
her game life to help shape the character's
personality. Allow yourself to play different
roles for different characters.

Cooperation and Competition
Gaming is social. If you want to use your
imagination by youself, you can read a
book. But if you want to experience and
share in the world of living fantasy, play
RuneQuest. Be forewarned: when a
number of people get together
cooperatively, they can create a communal
fantasy far more interesting and
imaginative than could any one person.
Cooperation is essential to enjoyable
roleplaying games, for the participants
work together for a common goal -overcoming
opponents, or a hostile setting
. controlled by an impartial gamemaster.
For instance, a party of adventurers will
not survive against a batch of monsters if
they are not willing to aid each other,
heal each other, and guard each other.
You can play a back-stabbing thief, but if
everyone plays that sort of character, then
there will be no incentive to play
together. There must be honor even
among thieves, so far as gaming goes.
Players too must work together. Don't
harass other players who have bad luck.
If you know something appropriate to a
situation, share it gently, not with
disparaging remarks. Leave personal
animosities out of the game.
There also needs to be cooperation between
players and gamemaster. Though
the gamemaster creates the world and
manipulates its details, it's also true that
the game remains a game for him as well,
and that he likes to have fun playing too.
Players should pit their ingenuity against
the game world, not the gamemaster.
The gamemaster should be interested in
his players' opinions on game matters.
and the players should debate rules questions
and play opportunities with him.
Gamemaster decisions are final. and
players must be willing to take losses if
the gamemaster sticks to his ruling. All
the same, strive to work out questions by
discussion. Both players and gamemaster
should be willing to change their minds if
necessary, and occasionally adiust the
game to the situation at hand.

È interessante notare che si dalla fine degli anni '70 si è capito che il GDR deve appoggiarsi al giudizio umano, più o meno estemporaneo e che per comodità viene affidato al DM (i giocatori chiedono il DM decide)

Dopo i primordi subito prende piede questa consapevolezza, ovvero che i regolamenti come sono restano insoddisfacenti a risolvere queste dinamiche di gioco e che bene o male sfoceranno sul sociale, infatti consigliano di non prendersela di avere distacco se il PG muore e al DM di non accanirsi pena il deteriorarsi del benessere del gruppo.

Quindi è evidente che si era consapevoli già del problema nei primi anni 80, e strano però che ci siano voluti più di 10 anni per affrontarlo in modo sitematico ;)
« Ultima modifica: 2010-01-17 22:02:29 da mirkolino »

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