And let's not forget that Chinese philosophers were complaining about the old days being better at least since Kun Tzu, better known as Confucius...
(Also, Uncle, sorry - it was me who gave the "thumb down" on this post of yours. I was trying to hit the "thumb up", see - but I was on the road, and my phone shook in the wrong moment
).
Yes, definitely - if you have the time, that is.
I know it would be of help to me, at least. When players go to look for someone I didn't expect, I know the hour of the day, but what is he doing right now
?
I can improvise, but a diary like this is a better base for improvisation.
Let me weigh for those of us who like to use the "right mechanics".
See, it's about the setting and the feel you want for the game. There's nothing wrong with using a "d100 roll higher" mechanic. I'm still enjoying the campaign we're playing which mostly uses the "roll d110*, add modifiers" with a list of attributes that actually changes* according to what the GM feels is appropriate for the character.
But sometimes, the right mechanics gives ideas to the players - ideas they might not get otherwise.
Let me give you the example with the best OSR game I know, DCC (or at least it's the one with the best representation of the Warrior class). In it, Warriors (and only Warriors) don't have a static number bonus to hit. They roll d20 and another die, the die changing with level (it starts at d3 at first level, but the higher the roll, the better the effect). You add them together, add attribute bonus as is standard for most D&D editions.
However, when the number on the "bonus die" is 3+ and you succeed at the attack, you get to make a Mighty Deed in addition to damage. Disarm, trip, return to better guard to ward off the counter, whatever. I've used it to inflict unbearable pain on a regenerating giant, allowing me to run from it (fire didn't stop the regeneration, so it wasn't exactly a troll, and killing it was a long and bloody process).
Thing is...that's me. A lot of other players seem stumped what warriors do apart from hitting people, and frequently forget about this kind of stuff. So a hint "you can think of something fun now" seems like a good idea for most people.
In the same game, you have mechanics that tempt wizards to sacrifice their blood and to make pacts with spirit patrons...
In short, it's about the setting for me as well. But I find that good mechanics help in emulating the setting, and bad mechanics hinder this.
(For example of "bad mechanics hindering immersion" see the "setting" where no Fighter, no matter how athletic, can climb a wall...because obviously the Climb Sheer Walls skill is Thief-only skill, and the GM just doesn't know that it only applies to
sheer walls with no handholds.
Those same 18 Dexterity fighters can't sneak or hide, either, because Hide in Shadows and Move Silently aren't on their class list...I remember Gronan being exasperated at the idea, too.
But the game logic in interpreting the rules is sound: if only one class has a skill, obviously other classes can't do this! Those GMs have merely misunderstood what the skill means).
*No, that's not a mistake. Roll d100, but replace the digits die with a d20, and you have it.
*Only acrobats and martial artists have Agility. Only priests have "(Element) Control". And so on, and so forth.
So...there's two "levels" of mechanics. "Mechanics as reflection of what happens", and "mechanics as guidelines". The more you know about what happens OOC, the less you need mechanics to give you IC guidance,
and vice versa. The "vice versa" clause is why wizardry rules are usually longer than rules for fighting, too.
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