RPGnet Columns
03-24-2005, 09:51 PM
Post originally by PeterAmthor at 2005-03-24 20:51:44
Converted from Phorums BB System
"The Morrow Project and Phoenix Command were the archetypical antisocial roleplaying games. Frankly, choosing almost any game that has a hundred pages of combat rules and more than one hit location chart, but only ten pages on non-combat roleplaying, makes it a pretty good bet that the enthusiastic player is antisocial."
Um, this kinda got me. Morrow Project isn't even a hundred pages total, actually 66 pages with about 6 or 7 in the little additional rules in the third edition. It is mechanics heavy a bit in some areas but based on the time when it came out that was normal. The actual combat rules are ten pages long, most of the space is taken up by equipment lists and info on the state of the post apoc world.
The supplements for the game are pretty much an adventure complete with NPC's, how they will interact with the players, info they will tell, etc. Usually a couple of pages of new gear tossed in the back.
Also you list a antisocial roleplayer as....
"They have no social boundaries, and few personal "stops" built into their psyches. These are the people who kill ruthlessly, steal without guilt, and (God help us all) rape with abandon. They aren't "playing their character" or "just being true to the genre"; they do it simply for lack of anything better to do, and in some cases out of pure enjoyment."
I've been playing Morrow for quite a while. I'm on the yahoo groups and listservs for it to this day. This is, by far, not the way I would define the majority of people that I have met and played with in this game. By definition of the setting you play the good guys trying to rebuild society. Most people get that and play by those ideas.
Normally I agree quite a bit with you on your columns here but I have to say it sounds like you pulled a game name out of the hat on this one.
Just my two cents...
...liked the rest of the article quite a bit though.
Converted from Phorums BB System
"The Morrow Project and Phoenix Command were the archetypical antisocial roleplaying games. Frankly, choosing almost any game that has a hundred pages of combat rules and more than one hit location chart, but only ten pages on non-combat roleplaying, makes it a pretty good bet that the enthusiastic player is antisocial."
Um, this kinda got me. Morrow Project isn't even a hundred pages total, actually 66 pages with about 6 or 7 in the little additional rules in the third edition. It is mechanics heavy a bit in some areas but based on the time when it came out that was normal. The actual combat rules are ten pages long, most of the space is taken up by equipment lists and info on the state of the post apoc world.
The supplements for the game are pretty much an adventure complete with NPC's, how they will interact with the players, info they will tell, etc. Usually a couple of pages of new gear tossed in the back.
Also you list a antisocial roleplayer as....
"They have no social boundaries, and few personal "stops" built into their psyches. These are the people who kill ruthlessly, steal without guilt, and (God help us all) rape with abandon. They aren't "playing their character" or "just being true to the genre"; they do it simply for lack of anything better to do, and in some cases out of pure enjoyment."
I've been playing Morrow for quite a while. I'm on the yahoo groups and listservs for it to this day. This is, by far, not the way I would define the majority of people that I have met and played with in this game. By definition of the setting you play the good guys trying to rebuild society. Most people get that and play by those ideas.
Normally I agree quite a bit with you on your columns here but I have to say it sounds like you pulled a game name out of the hat on this one.
Just my two cents...
...liked the rest of the article quite a bit though.