Irrational Hatreds in RPGs

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I still think that D&D would be more interesting if Wizards didn't have ANY pew pew spells. Mind blasting curses? Making ceilings fall down? Summoning a plague? Sure. But wizards remind me too much of "that" phase of super hero comics in the 90s when every other hero shot energy bolts from their hands.
 
I still think that D&D would be more interesting if Wizards didn't have ANY pew pew spells. Mind blasting curses? Making ceilings fall down? Summoning a plague? Sure. But wizards remind me too much of "that" phase of super hero comics in the 90s when every other hero shot energy bolts from their hands.
Old school wizards only have the spells they can find in the setting. With all the spells released over the years it’s easy to customise what’s available. (Although player’s expectations need to be managed).

That’s one thing I really remember enjoying when running AD&D in high school. Carefully picking out what spells an npc wizard would have in his spell book and making them fit an individual theme.
 
I still think that D&D would be more interesting if Wizards didn't have ANY pew pew spells. Mind blasting curses? Making ceilings fall down? Summoning a plague? Sure. But wizards remind me too much of "that" phase of super hero comics in the 90s when every other hero shot energy bolts from their hands.
Agreed. One of my only attempts playing 5e I selected all utility spells, but that annoyed the party so the DM gave me some stupid pew pew cantrip as an extra and I didn't return the next week.
 
I'd just have magic cost HP.
GURPS lets you spend HP if you run out of fatigue, but you take a -1 to cast per point of fatigue.

Which reminds me, I don't like spells that expend a resource like a spell slot and have a high chance of not working anyhow.

Warhammer Mass Combat Roleplay (the original) gave casters a life energy pool which was depleated by every spell they cast. When they used it up (usually a couple hundred points) they had to turn to the life energy of others.
 
I have an irrational hatred of Paranoia. Like most “comedy” RPGs, tries too hard.

There, I’ve said it.

That was another one my childhood best friend ruined. Similar to, but not as extreme as GURPS, he developed an intense fascination with Paranoia.

He joined a game with some other group. It might have been at a convention or something, or it might have just been some group he met some way or other. Regardless, they introduced him to Paranoia. He made a huge deal about how the highest achievement you could manage in the game was to get disintegrated. He told a story about how through his transcendant roleplaying skills, he managed to get his first character disintegrated within the first 15 minutes of the game and got a standing ovation from all the other players. Then he went on about how the game was so F*ING HARDCORE that you started wtih 6 identical characters named "Bob-1", "Bob-2", etc. Basically, he made it seem like the most unappealing game of character churn imaginable.

And then he started using Paranoia jokes for everything. He clearly thought Paranoia was the absolute height of humor. He was constantly saying "the computer is your friend" and making "citizen" jokes. I'm sure all of this sounds really mild, but HE WOULD NOT SHUT UP ABOUT IT. This went on for MONTHS.

I think he made his own GURPS: Paranoia because GURPS was THE ULTIMATE SYSTEM OF ALL TIME! GURPS was perfect for EVERYTHING! Especially Paranoia!

On the plus side, since Paranoia was the absolute pinnacle of humor to which everything else was inferior, he never did ask for his Teenagers From Outer Space book back. But then again, I never got my Gakken 1/35 Alpha Fighter back either. :sad:
 
I love Paranoia. The game, not the real thing.

I hate how, so often, when someone asks for advice on how to run or play Paranoia, lots of people respond with jokes that only make sense if you've already played, rather than, ya know, actual advice on running the game like what was asked for.

(For the record I've not seen this happen here, but I have seen it on multiple other RPG forums).
 
I still think that D&D would be more interesting if Wizards didn't have ANY pew pew spells. Mind blasting curses? Making ceilings fall down? Summoning a plague? Sure. But wizards remind me too much of "that" phase of super hero comics in the 90s when every other hero shot energy bolts from their hands.


I played with an idea for a game for a while where being a magic user just meant you had the capacity to concieve of and build "advanced" technology - steam age stuff in a Dark Ages world. Spell books were basically science textbooks.
 
I played with an idea for a game for a while where being a magic user just meant you had the capacity to concieve of and build "advanced" technology - steam age stuff in a Dark Ages world. Spell books were basically science textbooks.

One of the classes that initially attracted me in Rifts was the Techno Wizard. I thought a guy making technomagic devices and using them in adventures was cool.

Sadly, the implementation is that you can only make stuff that a spellcaster can already do, and the stuff you make doesn't do it as well. This is on top of the equivalent magical effects already being inferior to what tech in the setting is capable of. So basically it's just being able to spend a lot of time and money constructing items which furthermore have an in-game energy cost, and which are inferior to whatever anyone else has access to through spontaneous spellcasting or tech.
 
I hate magic that is just like technology. Larry Niven's "Warlock" stories are a great example. Clarke's Law is not bidirectional.

"Any sufficiently advanced technology is indistinguishable from magic" does NOT mean "any sufficiently advanced magic is indistinguishable from technology."
 
I hate that every "fantasy world" has to have magic. Especially as real-world historical conceptions of magic are "99%" just prototypical attempts to science.
 
I hate that every "fantasy world" has to have magic. Especially as real-world historical conceptions of magic are "99%" just prototypical attempts to science.
I wonder how well a fantasy world with fantastic critters and/or races but no magic would sell?

The closest thing I can think of to that would be Numenera but I guess there are others.
 
I wonder how well a fantasy world with fantastic critters and/or races but no magic would sell?

The closest thing I can think of to that would be Numenera but I guess there are others.


I don't know about how well it would sell (as I've often stated I'm the last person to get the opinion of to determine popularity - my tastes do not correlate in any way to any majority), but if you took those "fantastic critters" and replaced them with extinct megafauna, cryptids, and scientifically-plausible unexplored branches of evolution, I'd be pretty interested.
 
I hate that every "fantasy world" has to have magic. Especially as real-world historical conceptions of magic are "99%" just prototypical attempts to science.

I feel like since about 1990 or thereabouts, all RPGs have to be what I used to call "X plus Magic." It just seemed like around that time there started to be this stigma against anything that didn't have magic in it or "games with just boring normal dudes."
 
I don't know about how well it would sell (as I've often stated I'm the last person to get the opinion of to determine popularity - my tastes do not correlate in any way to any majority), but if you took those "fantastic critters" and replaced them with extinct megafauna, cryptids, and scientifically-plausible unexplored branches of evolution, I'd be pretty interested.
You could always go out and write/illustrate it yourself - I've seen plenty of published RPGs with far worse artwork than your doodles, plus the pen-and-ink style lends itself to cheaper B&W reproduction processes, either offset or POD.
 
I feel like since about 1990 or thereabouts, all RPGs have to be what I used to call "X plus Magic." It just seemed like around that time there started to be this stigma against anything that didn't have magic in it or "games with just boring normal dudes."
I hate to say it, but having some sort of magic or weird makes designing worlds and adventures appreciably easier. I brought some S&V-isms, including the force analog ('The Way') into my 'verse for the S&V PbP game - and it does make designing critters and dungeon-type things a lot easier than a pure sci-fi approach. One can be quite a lot lazier working with a universe that has magical or fantastical elements than one without.

I already had plans to put psionic abilities into the universe, but now I'm considering whether I should go full-fat with it and have something analagous to the force, although not going full Starfinder. I think it will actually make the game easier to DM and prep certain types of adventures for, although if you build it in then you've got to make everything play nicely with it. I haven't thought through the implications of that fully yet. One option would be to do what GDW did with Traveller and make it an optional extra, but I think the way it was handled in the OTU left a lot to be desired.
 
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So, vancian magic works best if you use cards. Each card is a spell and you discard it when you cast it.
Buy a set of spell cards, and you can play D&D Legacy.

Hope you timed that counterspell well, 'cos you ain't getting another!

Maybe, or maybe just "having to choose your moment" instead of "endless pew pew pew."
I like pew pew pew, because it means I can contribute to fights in a wizardy way, even if it is just a skin on a normal attack. It makes the Wizard and the Fighter stand out more. But I get your point, it makes wizarding less of a puzzle to solve.

More things I hate...

"Anti-Paladins" - the word itself. It's such a stupid, clunky, Gygaxian term.
It's a bad term. I see the logic for it, when Paladins were alignment-restricted, because the concept of someone dedicated to doing evil in the name of an evil god is a good one, but "drop the alignment restriction" has been a better fix IMO.

Games that include rules for "social contracts"
Do you have an example? I've seen games which discuss them in the "getting ready to play" section, but never one with actual rules behind them

"Code of Honour" presented as a character flaw in a system.
It's a flaw because it limits you, but... if you wanted to play that sort of character, you're doing that sort of thing already, you're following that code. So you're limited to... doing what you want to do anyway... and getting a bonus for it? No, feels wrong to me.
 
You could always go out and write/illustrate it yourself - I've seen plenty of published RPGs with far worse artwork than your doodles, plus the pen-and-ink style lends itself to cheaper B&W reproduction processes, either offset or POD.


The problem is I'd need a team of employees to finish every project that I'm interested in doing. I still have Phaserip to finish, then Claymore, then the novel I've been rewriting since my teens, and my magnum opus - A Traveller's Guide to The Otherworld, a comprehensive encyclopedia of Western European folklore and myth presented as a gazateer/travelogue of the fictional Otherworld concieved of in pre-modern conceptions of reality, that I've been filling notebooks with research for since early adolescence, before I knew what I was going to do with that research.

And I'd like to do a comicbook, and just in the last few months I've been making a bunch of notes regarding "MoonQuest", spawned from a thread here on the Pub a while back.

If I was independentkly wealthy and not a full-time student pursuing my Chartered Account certification in a brutal but rapidly compressed eduation program that condences 8 years of study into 3, I might have a fraction of the time I need.
 
I feel like since about 1990 or thereabouts, all RPGs have to be what I used to call "X plus Magic." It just seemed like around that time there started to be this stigma against anything that didn't have magic in it or "games with just boring normal dudes."


I mean, I've got nothing against magic in RPGs, - I like fantastic settings as much as the next nerd - it's just, been there, done that. There should be room in the market for other options.
 
It's a flaw because it limits you, but... if you wanted to play that sort of character, you're doing that sort of thing already, you're following that code. So you're limited to... doing what you want to do anyway... and getting a bonus for it? No, feels wrong to me.
I don't care for pew pew wizards. Wouldn't say i hate them, I just find them overly cartoony.

As for Disadvantages, particulay things like codes of behaviour, senses of duty and the like, I love them. Free points! But more importantly, a source of in character conflict. Honour vs pragmatism, help your party vs achieve the objectives. It adds layers of meaning to choices made in character.

It's priceless.
 
The problem is I'd need a team of employees to finish every project that I'm interested in doing. I still have Phaserip to finish, then Claymore, then the novel I've been rewriting since my teens, and my magnum opus - A Traveller's Guide to The Otherworld, a comprehensive encyclopedia of Western European folklore and myth presented as a gazateer/travelogue, that I've been filling notebooks with research for since early adolescence, before I knew what I was going to do with that research.

And I'd like to do a comicbook, and just in the last few months I've been making a bunch of notes regarding "MoonQuest", spawned from a thread here on the Pub a while back.

If I was independentkly wealthy and not a full-time student pursuing my Chartered Account certification in a brutal but rapid ecuation program that condences 8 years of study into 3, I might have a fraction of the time I need.
Unfortunately I am not independently wealthy either, but I would like to take some time out and do my magnum opus. It's not so easy to arrange and I'm yet to be convinced it wouldn't just wind up being a heartbreaker.
 
I wonder how well a fantasy world with fantastic critters and/or races but no magic would sell?

The closest thing I can think of to that would be Numenera but I guess there are others.
If you judge it by Numenera, it should sell pretty well.

Then again, most D&D clones, bar Pathfinder, didn't achieve the popularity of the original. Clearly, who is selling the game matters as well!
 
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Do you have an example? I've seen games which discuss them in the "getting ready to play" section, but never one with actual rules behind them


That's really what I'm referring to. I can't think of a specifical example off the top of my head, but it came in vogue post-the Forge to take the concept of an unspoken undferstanding of social norms, and codify them outloud. It's that bizarre mix of completely missing the point and trying to apply a solution for a problem that has nothing to do with what game system a person is playing. It rubs me the wrong way.
 
That's really what I'm referring to. I can't think of a specifical example off the top of my head, but it came in vogue post-the Forge to take the concept of an unspoken undferstanding of social norms, and codify them outloud. It's that bizarre mix of completely missing the point and trying to apply a solution for a problem that has nothing to do with what game system a person is playing. It rubs me the wrong way.
Oh, OK. I get what you've mean now (I think we discussed this subject to death and to the death a month or so back...).
 
I always thought it was spelled rollerdex.
 
My grandparents had a thing like that. But it was a metal "book" with a slider on the side where you could select a letter in the alphabet, hit the button and it would snap open to the page with all contacts that you'd written there.

You can always find a rolodex at Value Village, heh.
 
My grandparents had a thing like that. But it was a metal "book" with a slider on the side where you could select a letter in the alphabet, hit the button and it would snap open to the page with all contacts that you'd written there.

You can always find a rolodex at Value Village, heh.

rolodex-300x300.jpg

the burnt yellow coloured plastic is what really sells its "cutting edge" feel
 
Heheh I was making a bad joke to trigger more Grandpa Simpson memes.

Kd1IDBh.jpg
 
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