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  #1  
Old 07-23-2004, 01:00 AM
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[RPG]: The Riddle of Steel, reviewed by Helstorm (2/2)

http://www.rpg.net/reviews/archive/10/10491.phtml

Helstorm's Summary:

The most hyped game has some major hurdles to overcome. Can it make a difference?

Go to the full review for more information.
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  #2  
Old 07-23-2004, 07:31 AM
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Good review!

Post originally by Interested Gamer at 2004-07-23 06:31:11
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This really comes close to defining my love/hate relationship with TROS. My feelings:

1. Combat - great!
2. Spiritual Attributes - neato, but tiring!
3. Naked dwarf syndrome - bad!
4. Skills - bad!
5. Character creation - bad!
6. World - bleah!
7. Magic - yuck!

That said, I can't stop playing it.
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  #3  
Old 07-23-2004, 09:09 AM
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RE: Good review!

Post originally by Ezekiel Black at 2004-07-23 08:09:15
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Lemme get this straight: You have something negative to say about every aspect of the game but the combat system and you still play it?

I might be a tad on the anal side, but if I find 3 problems with a game that could affect the enjoyment of that game, I drop it. It's then either sold on EBay, takes a permanent position on the shelf of shame, or is burnt to death in my backyard. I save the latter fate for those times when I wouldn't wish the book on anyone else, because it will hinder their gaming experience.

Three strikes and you're out, in my opinion.

Good review, telling it like it is (from the author's perspective). While lacking examples of the issues, I understand a clunky system as much as the next guy.

Good Gaming
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  #4  
Old 07-23-2004, 09:31 AM
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RE: Good review!

Post originally by Balbinus at 2004-07-23 08:31:35
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I thought this was a good review also.

Interested, you hate almost the entire game. Like Ezekiel says, why are you playing it?
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  #5  
Old 07-23-2004, 09:48 AM
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Devil's Advocate

Post originally by Tar Markvar at 2004-07-23 08:48:50
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Please note that I haven't played the game yet, so my opinions aren't meant to be the end of all. I have read TRoS a bit, and I am planning to run it, so I've mulled things over in my mind a fair amount.

The reviewer seemed to have certain assumptions, based mostly upon the Storyteller System, if I guess correctly. Especially in the bits about the SAs (I agree about the magic system, and I do think the combat and skill rules could have matched up better, but there's no more rule dischord than in AD&D), the reviewer seemed to expect something the game didn't give, and that colored the reviewer's opinions.

The way I read the game, the characters are what they're made to be. Sure, a slave has more points than a knight, but the slave also won't have the title, the money, or the prestige a knight may have, and the two of them will have vastly different storylines. There's nothing in the text that I remember reading that says the players are heroes in TRoS, except when doing things that are important to them. The SAs enable you to define what's important to you and to get extra dice for doing those things. It also gives an XP system based around fulfilling your character's goals, rather than fighting or just showing up, as in D&D or Storyteller.

We've all probably been in games in which we tried to explain to the GM what our character wants to do, and the GM either worked that stuff in or didn't. With SAs, giving the GM that info is part of the system, and the GM has to run with it. I don't see it as a statement that you can't roleplay, but as a tool for telling the GM what's important so he can toss it in.

Like I say, I haven't played the game, but I think that some aspects of it are such that you can see them as offensive or awesome depending on your expectations. Personally, they seem to hang about toward the "awesome" side of that spectrum.

Besides. You have to admit that few systems offer combat like this. Few games give you more to do than to stand in the right place and roll high on the dice. Most games don't require any player skill, but TRoS does. With its imperfections (naked dwarf), it still brings across the idea of "realistic", tense, and deadly combat. And I think that, at its heart, that was the point of the game.
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  #6  
Old 07-23-2004, 09:58 AM
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SAs not a "trick"

Post originally by Jeff Diamond at 2004-07-23 08:58:42
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TRoS may be one of the most hyped games out there, but I do not believe for one second that the author conned you, or anyone else, into buying TRoS by introducing SAs as part of the system.

Are SAs (E.g., 'character motivations/emotions') already inherent in other games? Yes, of course they are --no one would disagree with that. But most often they aren't there by design.

What the TRoS system does is label them plainly and factor them into the system as an active part of playing the game. This *is* an improvment over leaving it up to house rules, or the GM, or whether or not the players are really good at role-playing.

IMO the author did something good with SAs by making you aware of your character's motivations/emotions, instead of leaving it up to the usual vague RPG notions of 'what my guy would, or wouldn't, do' etc.




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  #7  
Old 07-23-2004, 10:42 AM
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RE: Good review!

Post originally by nevermet at 2004-07-23 09:42:12
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At the very end of the review, he said they have stopped playing it, and are happy for it. I worked off the assumption they played it long enough to avoid making a snap judgement.

I like TROS a lot, but I still thought this was a good review. RPGs are very subjective as far as what constitutes a good one vs. a bad one. There are very little objective criteria everyone can agree on. Without objective standards, the best one can hope for in a negative review is an explanation of why you didn't like it. Fair enough; the reviewer did that. How SAs work, how magic works, what the world is like, the fact that strategy is key in combay, and issues of toughness have all been discussed on the game's forum, so I can appreciate a guy who didn't like the game basing his opinion on those facts. Reading this review, I get the feeling that it was less that the reviewer didn't understand TROS and more it was not his cup of tea.

Fine, great, peachy; articulate negative reviews are just as informative as articulate positive reviews.
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  #8  
Old 07-23-2004, 10:54 AM
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Subjective Preferences vs. Objective Flaws

Post originally by Stephen at 2004-07-23 09:54:00
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I think you make a couple of interesting points, but I’m not sure you’re properly hitting the difference between subjective preferences and objective flaws. I thought I would put a different perspective on some of the key points you mention:

“The main issue I had with the book here was that it didn’t adequately discuss how to use Spiritual Attributes in the game. Such a huge dynamic should deserve its own chapter, or at least a page discussing how to use this creative process, but the author apparently believed that the SAs were as easy as pie to get. Well, I’m glad that I’m not the only one that didn’t get it at first. My entire group didn’t get it, and I see that others as well had issues. Supposedly, many are attracted to the game because of its combat, but stay playing because of the SAs. If this is the case, I suggest a full chapter on the topic is deserved.”

You might be surprised to find that many fans of this game, including myself, agree with you. Part of the reason for this is that a lot of the scope, potential, and meaning of the SAs only became clear with years of playtesting – the author himself didn’t realize the complexity and potential of the mechanic. You can find a lot of useful discussion about SAs on the Riddle of Steel forum at the Forge, www.indie-rpgs.com.

“The advantages are pretty much a waste of space, and should either be redone and quadrupled in size or deleted completely. … For a game so heavily based off of story telling games, the author sure didn’t learn enough from their successes.”

Could you be perhaps more specific? What was missing that you thought should be there, or what was “a waste” about what was provided? If there’s not enough variety for your tastes, that’s one thing, but that doesn’t in itself mean that what is provided is completely useless. What made the gifts/flaws valueless for you, and what successes do you think TROS should have learned from and repeated?

“It was quickly apparent that the more you were familiar with the system, the better you would be at it, which is cool, but then a player brought up a good point. Why does my combat skills as a player matter to my character in combat? The answer is - it shouldn’t. This is a role-playing game, after all.”

This is a damned-if-you-do damned-if-you-don’t issue which can apply to just about any part of any game: If player skill is allowed to augment character ability, it penalizes those players who don’t have that skill; but if player skill is not allowed to affect character performance, it penalizes those players who do have the skill. Either way, somebody feels hosed.

For myself, I ask: Why shouldn’t your ability to play the game as a game contribute to your ability to win conflicts within it? If skill at the game itself brings no in-game benefit, there’s no incentive to improve your understanding of the system beyond the barest minimum, after all; and in just about any game, better knowledge of the rules and their permutations translates to an advantage for your character.

You don’t have to be good at real-life combat to be good at TROS combat; all you have to do is practice playing the game.

“But from the point of game creating, why bother giving a type of character that much power, only to then try to create shackles to refrain them from using it? The combat system had a similar feel. You’re able to perform some cool maneuvers and all, but it’s so deadly, you really pick your fights carefully. To me, this kind of thinking is worthless, and I’ll never get it. I would rather give my players weaker powers and let them have fun with them as opposed to the latter of giving them godlike abilities or a super deadly combat system, and them punishing them if they use it.”

I actually sympathize with this reaction, as I had much the same opinion on TROS sorcery after reading it – both combat and sorcery allow you to exert tremendous influence on the imaginary world around you (as you note yourself, skill at playing the combat system can often overcome superior weaponry and stats), but at a price which is potentially so steep (wounds and maiming for combat, loss of youth for sorcery) that players often wind up avoiding using the two most powerful tools they have to affect the game.

However, what I missed, and what I would suggest you’re missing here too, is that that is entirely the point. Thematically, the “Riddle of Steel” that’s referenced multiple times throughout the book is, “What are you willing to risk dying for?” Combat and sorcery should be risky, should be dangerous – if the stake is not worth the gamble, the gamble itself won’t be interesting. And what constitutes too high or risky a bet will be different for each player.

By making combat and sorcery so potentially costly that they are only used when absolutely necessary, that also means that every single fight or spell MEANS something – neither combat nor sorcery are ever casual, fun, or trivial. If that’s not to your tastes, that’s one thing; to suggest it’s an objective flaw in the game is another.

“The big selling point for this game I’ve heard is that the player can add dice whenever his SAs come into play, making combat meaningful, etc. etc. Well, excuse me, but is Spider-man only heroic when his Aunt May is captured by a villain? No way! Is Aragorn only heroic when he’s defending a hobbit? Heck no! Other game systems assume that because you are a hero, you are a hero ALL the time. TROS assumes you’re not a hero, except when your sister is in trouble, or when your arch nemesis arrives, or etc.”

Isn’t it equally possible that the thinking is, “You’re a hero all the time, but you’re especially a hero when the thing that really matters to you is on the line?” Spider-Man’s heroic all the time, but he’s really heroic when he’s protecting Aunt May or M.J.; Inigo Montoya is a brilliant swordsman all the time, but he’s really kickass when he’s facing the Six-Fingered Man. If you know what you’re doing, pick your battles and play smart, you can be effective without needing SA dice – the SA dice are there for when you really need them to make up the difference.

“GMs are required to design adventures using the SAs from their players. ...But [w]hat it’s saying is that you obviously can’t role-play, so we’re going to force you to role-play, and force the GM to create his world around your character, because he can’t create any decent meaningful stories on his own.”

Don’t most good GMs design the campaign plotline around their characters anyway? If so, why complain that there’s a handy mechanic in place to help structure that process?

“As a player, I certainly don’t need the shackles of this system (or any system for that matter) to remind me of what’s important to my character. If I design my character right, I’ve already thought of that. While some may claim the difference is great, I don’t believe SAs are any more important in gaming than taking disads or an alignment elsewhere, and in fact, are nearly insulting by insinuating that I obviously need help role-playing, so here are some meaningless rules to keep you in line. It smacks of negative reinforcement, and it’s just plain ugly.”

The game is certainly designed to require character-driven choices and roleplaying, because it’s only by gaining points in your character’s SAs that you can get better and progress. But that doesn’t mean the writer is assuming that you won’t roleplay unless it’s required – he’s simply providing a reward mechanism for people who want to make that the key point of their gaming experience. Is that any different from GURPS’ “roleplaying bonus” in awarding character points, or character point penalty if you don’t roleplay your Quirks? Or D&D’s various alignment mechanics, or Pendragon’s in-game benefits for high Traits? Is Call of Cthulhu’s sanity mechanic “insulting” because it can be seen to suggest that players can’t be trusted to roleplay their own descent into madness?

I think your review does touch on some of the key issues that make TROS a very different game from many, but I think you’re mistaking those differences for objective weaknesses because they don’t appeal to your particular style of play and desired game qualities – and I would suggest that you’re perhaps reading too much into the game’s design choices. Must people who prefer checkers feel “insulted” when somebody else says they think chess is a better game?
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  #9  
Old 07-23-2004, 11:46 AM
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RE: SAs not a "trick"

Post originally by Wombat at 2004-07-23 10:46:18
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I have read through TRoS several times and played through some sample combats, but have not run a full game session. I just am putting this up as a "full disclosure" statement.

I find TRoS to be highly schizophrenic. The main "selling point" on the game is the very deadly, quickly gorey combat system, "realistic" to some, "too deadly" to others. The point of the combat, though, is to show that real-world weapons in real-world situations can kill and maim, and do it very quickly. In other words, the combat system is about as unromantic and uncinematic in feel as possible. It attempts to be gritty, realistic, etc.

Then you have the SAs. These personality points attempt to define the character on a huge level. These are Passions of the grandest and most Romantic nature. Your character will join in combat, or get out of it, will be able to draw on magical power, and keep going in the face of Horrendous Opposition due to the vast emotional power of the character's SAs.

So, you see, nae fysshe, nae fowle, nae gude rede herringe.

You a very "realistic" combat system wedded to a highly "cinematic" set of personality traits.

As I said, I have not played this out in a full game session, but it certainly does not scan well.
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  #10  
Old 07-23-2004, 01:34 PM
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Picking a Nit

Post originally by Calithena at 2004-07-23 12:34:15
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The "naked dwarf" criticism is legitimate, and that's been discussed in the RoS forums at the Forge. However, this is just stupid:

"Why does my combat skills as a player matter to my character in combat? The answer is - it shouldn’t. This is a role-playing game, after all. My ability to use the combat system should have no bearing on my character’s ability to fight, but unfortunately, it matters a lot."

Imagine someone saying:

"Why does my skill as a player matter to my chess piece in combat? A rook is just tougher than a pawn; it shouldn't matter if I set up some clever combination to win a pawn for a rook, since the rook is tougher. Unfortunately, it matters a lot."

The idea that the 'game' aspects of RPGs shouldn't be challenging is surely ludicrous. They don't have to be, of course - the most challenging parts of original D&D are not the gamey aspects but the creative thinking involved in tactics, action description, and equipment use - but the idea that they just point blank shouldn't matter has got to be one of the strangest ideas I've ever seen expressed on the web. Maybe you don't like games where your skill at them matters - a quaint view, but defensible - but surely this falls into the category of personal preference, yes?
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