PP V2

Alex Koponen akoponen at MOSQUITONET.COM
Tue Jan 27 00:06:52 CET 2004


I agree with the idea of having a simple version for beginners and a more
complete version for experienced players. The simple version would have
lots of pictures and explanations and not rely on the intimidating style
of numbering rules. The advanced version would have few if any pictures and
only have explanations for the stuff introduced in the advanced rules, and
it would use the rules numbering and references so as to reduce the need
for looking to the index all the time. Both versions should have an index.
                      Alex K.

On Mon, 26 Jan 2004 12:34:53 -0800, Albert Sales <apsales at SBCGLOBAL.NET>
wrote:

>   My wife mentioned a few ideas she implemented when she ran, and it
reminded me of an OLD idea I had. I don't know if anyone here played the
first production of Star Frontiers by TSR. It came with 2 games. They used
the same idea with Marvel Super Heros.
>   The Basic game included enough to get people familiarized with the
rules, and how all the points worked. It had no heavy character
development, and oversimplified most aspects. It was not quite enough to
consider a game, but it was playable.
>   The advanced rules included all the details for fleshing out an
individual character, and giving them personalized strengths and
weaknesses. All the rules for skill use and character development were
presented in a manner that overwhelmed me when I first saw it. After I took
a step back, and played around with the basic rules for a little while,
however, it all started to make sense.
>   This type of a presentation could help P&P. We have all admitted that
while we can understand the system, it is a bit imposing to new players. A
mini-primer could greatly help to put the game in terms people can
understand enough to see how excellent of a system it is.
>  Some recommendations for this would be to:
>Set skills as have or have-not, and roll based on stats.
>Not allow, or only allow a specialized type of spell-caster.
>Keep combat skills as are.
>Remove most character advancement. Start with attributes maxed.
>Shorten character creation, and remove multiplication.
>   IMHO, the minigame could help people get into the unique way that P&P
is played, but allow them to be able to compare it to other systems. This
would help new players to connect to the game, and get a feel for it. When
ready, they would be able to dive head-long into the complications we all
love so much.
>



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