[PnP] Hello and a question
Choinski, Burton
Burton.Choinski at matrixone.com
Mon Jul 31 14:18:50 CEST 2006
The major problem with P&P is that it is very math/formula heavy in
terms of the skill improvements and such. Granted, me and my brother
and friends loved this aspect in the 80's when we picked up the game,
but people nowdays seem to be more time-constrained and the lean is
toward rules-lite or minimalist systems where a few core mechanics can
be used to resolve most of the tasks. P&P is a bit wonky in that regard
as it seems to have a different mechanic for everything (form the newbie
point of view).
While we may enjoy the nit-picky fiddly bits, assuming the RPG
population doesn't finally get blanded away by the damned d20 crapola,
any sort of resurgence in new games will probably require a streamlining
rewrite of some sort. The trick is to have a set of mechanics that
retain the original P&P flavor.
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-----Original Message-----
From: pnp-bounces at abroere.xs4all.nl
[mailto:pnp-bounces at abroere.xs4all.nl] On Behalf Of Scott Adams
Sent: Friday, July 28, 2006 11:22 PM
To: The Powers and Perils Mailing List; The Powers and Perils Mailing
List
Subject: Re: [PnP] Hello and a question
>
>I mean Richard Snider's writing is in a highly restricted code[1].
>That plus the amnemonic way the rules are layed out. It's just not set
>up well for teaching newbies the game.
>
>It's sad but not surprising that AH killed P&P and it now lays in
>obscurity. Thou thankfully not as obscure as
>_World_Action_and_Adventure_, anyone remember that game?
Depends on the GM I guess. I've run the game for over 2 decades and no
problems in teaching newbies. Most of my newbies were well
experienced in gaming. Those that weren't like at Conventions I ran
games in learned in just about 20 min with a good GM anything is
possible. If you throw them teh books and say "here...learn it" then
yeah they'll get confused. But if you walk them through examples its
clear as glass.
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