Long ago, in a galaxy far, far away, gleichman wrote:
> It's a very obvious concept, learn what design features you don't like
> and find the system that has the fewest of those features
And/or features you *DO* like, and systems that have the MOST of those...
The continuum of presence-of-good-things vs. absense-of-bad-things is one
that everyone has to pick their own "acceptable zone(s)". For example, I
*love* the cards/chips mechanics of Deadlands; I *hate* the mechanical
oddities and counter-intuitive/counter-intentional results some of them
have. For *that* game, I love the evocative systems more than I hate the
bad results, and so I play Deadlands with relish.
> Too often I think we create our own problems to the point where some
> never have a successful campaign because something somewhere goes
> wrong. If we lived our lives that way, we'd all slit our wrists.
Or sit around whining about how the world is unfair/unreasonable/etc...
come to think of it, I *do* know people who live their lives that way...
--
Steve Saunders
to de-spam me, de-capitalize me


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