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	<title>Comments on: Choosing New Games: the Character Sheet Test</title>
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	<link>http://arsludi.lamemage.com/index.php/66/choosing-new-games-the-character-sheet-test/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: Rick_TWA</title>
		<link>http://arsludi.lamemage.com/index.php/66/choosing-new-games-the-character-sheet-test/comment-page-1/#comment-1216</link>
		<dc:creator>Rick_TWA</dc:creator>
		<pubDate>Wed, 06 Jun 2007 17:05:05 +0000</pubDate>
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		<description>You could just as easily say &quot;The core Mechanic is the vehicle through which your avatar interacts with the imagined game world.  The specifics of said character and world are more or less irrelevant to your enjoyment of the game, as evidenced by the fact that you could use your DnD rules to play space cowboys, herding animally aware asteroids to giant ore refineries in space or use your WhiteWolf rules to play a accurately detailed medieval farmer simulation.&quot;

Your theory works just fine under the assumption that all core mechanics are more or less serviceable and have little effect on the enjoyment of the game in question.  Given the history of RPGs, wherein core mechanics have always consisted of a small group of a handful of original systems (here defined as systems that are the first of their kind and recognizably distinct from other first generation systems) and a large collection of variants that are similar in general structure but different in details to some degree* this is a reasonable assumption.  However, the group of original systems (as opposed to variants) to which we&#039;re exposed is very small, perhaps a half dozen to a dozen.  This is not to say that there aren&#039;t MANY original systems out there, just that most aren&#039;t high visibility.  Of the low visibility original systems, some (like Dogs) are pure genious and are only low visibility because of issues nonrelated to system.  However,  Statisticly speaking, a good number of these systems must be more or less trash, sentenced to permanent exile from the spotlight because they are untenable.

That in mind, The character sheet is a great place to start your inspection of a game.  Just don&#039;t take it to the cashier before takeing a quick look at the core mechanic.


*For example, we would say that 4th edition Shadowrun and the Whitewolf system are variants of one another with very little difference except the size of the die in question.</description>
		<content:encoded><![CDATA[<p>You could just as easily say &#8220;The core Mechanic is the vehicle through which your avatar interacts with the imagined game world.  The specifics of said character and world are more or less irrelevant to your enjoyment of the game, as evidenced by the fact that you could use your DnD rules to play space cowboys, herding animally aware asteroids to giant ore refineries in space or use your WhiteWolf rules to play a accurately detailed medieval farmer simulation.&#8221;</p>
<p>Your theory works just fine under the assumption that all core mechanics are more or less serviceable and have little effect on the enjoyment of the game in question.  Given the history of RPGs, wherein core mechanics have always consisted of a small group of a handful of original systems (here defined as systems that are the first of their kind and recognizably distinct from other first generation systems) and a large collection of variants that are similar in general structure but different in details to some degree* this is a reasonable assumption.  However, the group of original systems (as opposed to variants) to which we&#8217;re exposed is very small, perhaps a half dozen to a dozen.  This is not to say that there aren&#8217;t MANY original systems out there, just that most aren&#8217;t high visibility.  Of the low visibility original systems, some (like Dogs) are pure genious and are only low visibility because of issues nonrelated to system.  However,  Statisticly speaking, a good number of these systems must be more or less trash, sentenced to permanent exile from the spotlight because they are untenable.</p>
<p>That in mind, The character sheet is a great place to start your inspection of a game.  Just don&#8217;t take it to the cashier before takeing a quick look at the core mechanic.</p>
<p>*For example, we would say that 4th edition Shadowrun and the Whitewolf system are variants of one another with very little difference except the size of the die in question.</p>
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		<title>By: What&#8217;s the Most Significant Thing About an RPG? - Treasure Tables</title>
		<link>http://arsludi.lamemage.com/index.php/66/choosing-new-games-the-character-sheet-test/comment-page-1/#comment-1215</link>
		<dc:creator>What&#8217;s the Most Significant Thing About an RPG? - Treasure Tables</dc:creator>
		<pubDate>Wed, 06 Jun 2007 15:55:46 +0000</pubDate>
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		<description>[...] on ars ludi, though, Ben Robbins points out that the first thing you should look at is the character sheet, not the core mechanic. And you know what? I think he&#8217;s absolutely right &#8212; [...]</description>
		<content:encoded><![CDATA[<p>[...] on ars ludi, though, Ben Robbins points out that the first thing you should look at is the character sheet, not the core mechanic. And you know what? I think he&#8217;s absolutely right &#8212; [...]</p>
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