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this post was submitted on 04 Sep 2023
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Maybe it's just my imagination, but didn't you comment multiple times that you want your players rather roleplay than rolling dice, play their characters and not the character builds they created and that systems like PF2e are too videogamey?
But to quench your thirst about my experiences: I am playing and DMing TTRPGs for about 10 years now. My groups are mostly running PF1e, Call of Cthulhu and Numenera, but for one shots we also like to try smaller systems like Dungeon Crawl Classics, Paranoia or Savage Worlds. I play with and DM for veterans and new players alike. I would say that I know one or two things about this matter, but who knows.
No matter what system we run, we never really have a problem with the rules and there is always room for fun and engaging RP. To me the overall critique in this thread sounds like a homemade problem on the DM side of things. You don't have to know and use all the rules a system is offering you (looking at you, Pathfinder), but it's really nice to know that there are rules for almost anything. And if you get the feeling that you have to fill the gaps with homebrew rules too often, then maybe the system isn't the right one for what you are going for in your campaign or maybe you have to adjust your style of DMing.
This year for example I started a new PF1e campaign with people that never played a TTRPG before and they love it. I was afraid that this system could be too much for inexperienced players but they already get creative with the rules in combat and they engage in serious RP. They reached level 6 and can't wait to develop the stories of their characters further.
But calling a watered down and noob friendly system like D&D5e being too complicated and rule heavy? Or calling a system like Pathfinder not a true RPG? Idk man. Maybe TTRPGs aren't your thing if you really think that or maybe your approach at DMing is fundamentally flawed.
Yes, I want my players to roleplay. The issue I have with pf2 and 5e is that they require way more work to get into a decent balance between combat, roleplaying and exploration. Often ending up very combat heavy and characters that "excel" at non-combat encounters end up trivializing them instead.
These dice rolls end up replacing roleplaying instead of enhancing it. In addition because of the rules interactions, poor wording and power creep in these systems the ability for GMs to avoid burn out is low. I don't like them because they are toxic to new gamemasters, I have no technical issue running them. I ran several long campaigns in 5e, 3.5 and pf1. I don't have burn out issues with Hackmaster, WFRP, Paranoia, Call of Cthulhu, WoD, Ryuutama, ... . It's purely a problem with recent d20 player option focused systems and it will only get worse with more WotC and Paizo releases.
My GMing is fine. I make mistakes at times and don't always follow my own best practices. But I run fun games in many systems easily. I don't get why you are trying to gatekeep me out of the hobby. I don't like two games because they suffer from fundamental flaws born out of ivory tower game design. If you can't see those flaws, that's you.
Maybe I should make my point clear. Players love 5e and PF2, GMs learn to hate them or quit. Because they are only noob friendly to players, not GMs. It's why homebrew games are less common in them and typically only run by veteran GMs. I literally do not care how hard players have it to learn a system. Players always have a GM to support them, it's trivial to teach a player. Teaching a new GM is frustrating when 5e and pf2 teach bad habits like everything is combat or a pass/fail roll.
Pathfinder 2e in particular is very good at making combat feel cinematic and role-playee, where teamwork matters, so players interact with each other a lot more. Having a combat heavy system doesn't make it a bad system, it just means it's a good RPG system for heavy combat role-playing. It also allows the "g" part in "rpg" to be more present as well.