Which is better to you, a system which regulates and systemizes the 'physics' of a genre and setting, or a system which regulates and systemizes the narrative output ("story") of the PC actions and ignores or glosses over the 'physics' entirely?
If you need concrete examples, think something like Savage World's or FUDGE or BRP versus something like Fate, HeroQuest 2 or Risus. A combination could look like anything from Over the Edge/WarP to GURPS.
Not a question of preferred complexity, rather a question of what priority the rules of the system has.
Basically, do you prefer the rules set to interact directly with and provide consistency for the story itself, or the world instead? Why?
Gabriel Murphy
Story. Makes it a lot more compelling since I tend to enjoy dialogue and roleplay over crunch and so the people I tend to game with feel the same way.
Dogs in the Vineyard is my go-to for any setting these days.
Luke Thompson
Physics. Stories are something that happen by themselves. If you have creative players and a good Gm you shouldn't need to tailor the system to make the story.
Logan Hughes
I prefer the "physics" based systems, because they are easier, more intuitive to think about.
I can certainly see appeal of "story" driven games, though. From my limited experience, they tend to produce better story and it is somewhat stressful to me, as i have doubt whether my RP is adequate and good story tends to ask uncomfortable questions to myself.
Jonathan Sullivan
Rules as physics is how we got all the goofy shit in 3.pf. It's a plain bad idea.
Liam Wilson
Rules as story is how we got all the goofy shit in Spirit of the Century. It's a plain bad idea.
See how absolute statements with examples of specifically poorly put together rulessets doesn't make much sense or hold much value?
Elijah Nelson
The difference is my statement is 100% accurate and demonstrably correct, while yours is stupid bullshit spouted by a contrarian idiot.
Jose Hill
Physics. I don't need mechanics for story. "Narrative" mechanics only impose upon and restrict the Narrative.
Jace Morgan
A little of Column A and a little of Column B. I want the mechanics to encourage the type of story I want to run, but I also want them to feel internally consistent. I don't want the game to run on a freeform-y "Rule of Cool" style play.
Samuel Bell
I don't get why people hate on Spirit of the Century; I had a ton of fun playing it.