JD Sauvage put it plainly.
RPG discourse is poisoned by incessant chatter about classes and systems.
— JDSauvage 🏴☠️🎗🏵⚡️⚡️ (@jd_sauvage) June 11, 2025
I. Don't. Care.
Even if you have crossed the Rubicon and actually have made a heartbreaker you want me to buy, the question I have is this.
What actual hobby game problem does your heartbreaker solve?
This is why I give no fucks about Your Fucking PDF Slop.
I see toys. I see gimmicks. I see things that I know from decades of being around will end up working better in videogames, boardgames, or cardgames. What I don't see is the solution to a problem.
I've solved 90% of my issues simply by reverting back to AD&D1e and Classic Traveller because those are full and complete games that work out of the box as advertised. No need to buy anything else, ever, or have to buy shit that I don't want to just to get it to work.
And what remains?
Either it's turned out to be a benefit (anything that gets Tourists and other Stalking Horse sorts to bounce off so Death Cultists can't sneak in) or it's symptomatic of something bigger. (e.g.why Pink Slime Fantasy dominates; turns out you can blame Del Ray for that because he's the man who took Tolkien and deliberately misunderstood it to reduce it to a Mad Lib template and that's what it takes to take off as a Tabletop Game form).
You can't do that? Get out. Commercial or not, get out.
(N.B.: None of these chucklefuck "designers" ever consider that you can do away with Classes and Levels just by making all Character Improvements take time and money.)
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