From: cffitzge@IASTATE.EDU (Charles F Fitzgerald)
Subject: Re: net.rpg
Reply-To: cffitzge@IASTATE.EDU (Charles F Fitzgerald)
Organization: Iowa State University
Date: Tue, 10 Nov 1992 05:40:56 GMT

As long as I'm wasting my entire evening reading news, I may
as well respond with several thoughts I had when reading
the FAQ.

1.)  "Q2.  Should our system be skill-based or class-based?"

I have always liked the _CyberPunk_ method of classes, where
the class adds some benefit, special enhancement, etc., but
IN NO WAY restrains the character from having a certain skill
or trait.  Thus, _eg._ class does not restrict a character
from castings spells, but certain classes are better with magic
than others.  If class restricts skill acquisition, I do not
think it should be a part of the character description.

2.) "Q3.  Should we be multi-genre or just one?"

I am of the opinion that just as one airplane, car, or computer
can not fufill the requirements of every situation man can 
imagine, one game system should not be expected to either.  The
game system should be tailored to fit the necessities of the
genre.

3.) 	Q12. Character II:  How do I improve as a character?
	A12. This is shaping up to be a big battle:
	*  Experience Point systems don't work.  They reward the 
	wrong things, or encourage making skill checks for the 
	sake of making skill checks.
	*  If we don't give out EPs, how will characters change 
	over the years?  We need to be fair to all players, and 
	an EP system is at least fair (we hope).

I have mixed views on this subject.  First, if I create a character
in such a way as he or she is exactly the way I had imagined,
what need is there for advancement?  I have the character I want;
I should now be able to role-play to my heart's content.

Unfortunately, this is generally not the case.  When it comes time
to role-play, I want my character to get something for the pain,
trouble, toil, etc. I went through during the game session.  I
want something to show the players who didn't show that night,
to shove in their faces and say "Look, ha, ha, I got this and you
didn't!"  And then go on to relate all the excitement they missed
by not showing up.

Ok, call me cruel, but it is a human reaction, and we are designing
this system for humans aren't we?  As to what kind of advancement
I favor, I offer no suggestions, though I think how well Experience
Points work depends on the way they are distributed and are not
entirely without merit.

4.)	Q14. Great.  What's next?
	A14. First, I think we should discuss those questions above 
	that don't have definite answers yet.  Perhaps there should be 
	some committee that makes decisions after a subject has been 
	talked to death.  I don't know.  I just wrote this FAQ.  Don't 
	bug me.
	Seriously, a potential pitfall of this project is nothing will 
	get decided because things never reach a decision-making stage.  
	I think it might be best to have some people making the decisions 
	once a subject has reached critical mass.

I think that if people are serious about the project, then some
committee should be formed to oversee and decide or generally organise
the game, or a finished product will never be reached by the group;
it is possible, however, that the ideas will find their way into some
other game system published and produced outside our newsgroup.

I must admit to a reluctance to joining such a project myself.  Like
many others of you, I am working on my own game systems, where I have 
total control over every aspect and may change, alter, and edit at my 
whim.  It is kind of difficult to give up that kind of control, and go
to a group format.

Again, what can I say; I'm only human.

--
Charles F. Fitzgerald | '....Life's but a walking shadow,
Iowa State University | a poor player, that struts, and frets
cffitzge@iastate.edu  | his hour upon the stage,
                      | and then is heard from no more....'
                      | _MacBeth_, by W. Shakespeare.