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Moreno Roncucci:
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)
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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.”
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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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Mattia Bulgarelli:
--- Citazione ---[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)
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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"? ^_-
Mirko Pellicioni:
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
Moreno Roncucci:
--- Citazione ---[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.
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Beh, questo pezzo direi che non lascia molti dubbi...
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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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Mirko Pellicioni:
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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