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Posted

Quote:
Originally Posted by docbuzzard View Post
You are falling into a trap. You are taking up the banner (which is common to rpg.net) that role players are superior to roll players. They are not. They are just different categories of people who like to play in that genre of games. Neither is superior, and as long as they are having fun the way they like to, all is fine.
Now you're putting words in my mouth. I'm saying that D&D is not made to appeal to everyone. It is made for roll players. Period, full stop, end of story. There is nothing, nothing, that enables roleplaying in D&D. New players often have trouble roleplaying, but if roleplaying is what appeals to them, D&D would leave them disappointed. Houses of the Blooded, on the other hand, would quickly become their favorite game ever.

7th Sea has elements to appeal to every type of gamer, and thus is a superior "first RPG" than D&D. That's all.


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Posted

Nothing except the reams and reams of setting information they publish.

I mean, seriously, look at for example any prestige class published in D&D 3rd edition and half to 3/4s of the text is background and setting information on how to play that class. They had entire sourcebooks with no crunch rules at all, that had as their entire purpose to present setting and background.

They did not have any mechanical rules for roleplaying, sure, but they didn't publish all that background stuff for no reason.

It's a difference in design philosophy. D&D puts out all the fodder for roleplay in the background, and lets the player decide how to use it.


-k


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Posted

I'd consider a "superior first RPG" one with easy to understand basic rules that can be picked up and understood in 15-20 minutes, more than any "roleplay mechanics".

For a first timer, you'd want the lessons on how to roleplay to come from people, not some rules. The GM and other players.



-np


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Posted

But not all groups have good roleplayers in them. Not all cities have good roleplayers in them. Someone new to the hobby has no guarantee of meeting anyone interested in roleplaying. And if that's what said new player wants to do, they'd be out of luck with a lot of games. However, games like 7th Sea, Houses of the Blooded, Amber Diceless, they provide help so that even without a single person capable of roleplaying, somebody new to the hobby could learn how to become their character.


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Posted

Quote:
Originally Posted by Manofmanychars View Post
Now you're putting words in my mouth. I'm saying that D&D is not made to appeal to everyone. It is made for roll players. Period, full stop, end of story. There is nothing, nothing, that enables roleplaying in D&D. New players often have trouble roleplaying, but if roleplaying is what appeals to them, D&D would leave them disappointed. Houses of the Blooded, on the other hand, would quickly become their favorite game ever.
D&D is a game. It can be used however the players choose to. It does not have have enforced role playing, but that is a different story completely from "having nothing that enables roleplaying".

Though the existence of skill challenges in D&D 4th edition was heralded by plenty of people as an indication that it favored role playing. Personally I think it is a flawed mechanic.

If you sit at a table of LFR, yes, you will probably not see a whole lot of role playing. If you sit at a home game with a DM that encourages and expects role playing, you will see it. The system has far less to do with it than then people. Always.

Quote:
7th Sea has elements to appeal to every type of gamer, and thus is a superior "first RPG" than D&D. That's all.
A superior first RPG is far more defined by who is at and running your table than whatever rules they happen to pick.

Honestly, this argument is about as sensible as arguing the superiority of chess over checkers. It's a matter of personal preference.


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Posted

Quote:
Originally Posted by Manofmanychars View Post
But not all groups have good roleplayers in them. Not all cities have good roleplayers in them. Someone new to the hobby has no guarantee of meeting anyone interested in roleplaying. And if that's what said new player wants to do, they'd be out of luck with a lot of games. However, games like 7th Sea, Houses of the Blooded, Amber Diceless, they provide help so that even without a single person capable of roleplaying, somebody new to the hobby could learn how to become their character.
I think you have far too much faith in the impact of the rules. In my experience rules do not overcome how people play. I can remember playing Spirit of the Century and having players who simply weren't a lot different from stumps. That game exhorts role playing with every fiber of its being, and yet you can't drag blood from a stone. My GM for that game was a hell of a role player as well, and yet some players just don't respond. That same GM has run d20 system games for me and those have been role playing extravaganzas. It's the people, not the system.


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Posted

There are people I hate to agree with... but system DOES matter. Although any essay which assumes you understand and agree with the "Narrativist, Realist, Evil Munchkin" division of players or whatever it's called comes out of the scabbard blunt.

There are game systems where the rules get in the way of EVERYTHING and don't in any way produce a better game.

There are game systems with virtually no rules that are equally bad.

And the fact that a "Who wants to play?" thread turned into a "I hate the way you play" thread by page 2 does tend to show the problems with the genre. There are people working on theories of game design; I know a few people who are involved in indie gaming to some extent. [Yeah yeah, 50% of tabletop gamers have made up their own RPG...]

I think the ideal beginner RPG is probably Feng Shui. Awesome is rewarded and realism is punished. (Or as a friend of mine said, "Every time you bring real physics into Star Wars, God kills a kitten." ) Everything moves fast and it makes perfect sense to jump out a 20th story window, grab a flying cybernetic demon-thing by the neck, and ride it down to ground level, using its shouldermounted death ray to shoot the OTHER cybernetic demon-things on the way down.

The only problem with that is trying to convince that same player, later in their gaming career, that they should care about attacks of opportunity, charge bonuses, and whether a goblin with a polearm has reach.


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Posted

Quote:
Originally Posted by Manofmanychars View Post
But not all groups have good roleplayers in them. Not all cities have good roleplayers in them. Someone new to the hobby has no guarantee of meeting anyone interested in roleplaying. And if that's what said new player wants to do, they'd be out of luck with a lot of games. However, games like 7th Sea, Houses of the Blooded, Amber Diceless, they provide help so that even without a single person capable of roleplaying, somebody new to the hobby could learn how to become their character.
Not really.

Because that's not how people get into gaming.

You don't have a group of folks spontaneously deciding to play RPGs. You have individuals and groups joining OTHER groups that already play RPGs.

As such you have folks that can teach. Better than any words on a page can do so.

Here's the disconnect, I think. I place more faith in people than in printed words.

In my groups, I don't care what system the group wants to play, I'm sure we'll have a good time. But because of the people, not merely because of the rules.

If you have good people, you're going to have a good game, regardless of the rules. Even if they're novices, as long as they're willing to learn, it'll work out.

Conversely if you have a table that sits there like lumps and only animate when it's time to roll dice, well, you're not going to see much roleplay no matter what game you are running.


-k


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Posted

Quote:
Originally Posted by docbuzzard View Post
...Though the existence of skill challenges in D&D 4th edition was heralded by plenty of people as an indication that it favored role playing...
Really?! I don't follow much of any online talk about tabletop RPG's, but how on earth do 4th Edition skill challenges favor role-playing? Maybe we were doing it wrong, but in my experience, you were screwed in a skill challenge unless the party all had max possible ranks in their skills.

I'm with you, skill challenges are a flawed mechanic that was another nail in the coffin for D&D 4.0 with my group. The concept is interesting, but it's far too geared towards... waddayouguyscallem, twinkers?


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Posted

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Originally Posted by Agonus View Post
Really?! I don't follow much of any online talk about tabletop RPG's, but how on earth do 4th Edition skill challenges favor role-playing? Maybe we were doing it wrong, but in my experience, you were screwed in a skill challenge unless the party all had max possible ranks in their skills.
The people I heard on the subjected believed that skill challenges favored role playing because they presenting a gamist system of resolving role playing. It was a reason to do some fairly extensive dice rolling to accomplish a non combat task. Maybe people somehow think that as long as it isn't combat, it is role playing.

Though your analysis of the defects of the skill challenge system is spot on. The problem with how it works is that by the very nature it reduces randomness in favor of skill ranks.

Quote:
I'm with you, skill challenges are a flawed mechanic that was another nail in the coffin for D&D 4.0 with my group. The concept is interesting, but it's far too geared towards... waddayouguyscallem, twinkers?
Whoever designed skill challenges was math challenged. It's a really horrible mechanic.


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Posted

Quote:
Originally Posted by docbuzzard View Post
The people I heard on the subjected believed that skill challenges favored role playing because they presenting a gamist system of resolving role playing. It was a reason to do some fairly extensive dice rolling to accomplish a non combat task. Maybe people somehow think that as long as it isn't combat, it is role playing.

Though your analysis of the defects of the skill challenge system is spot on. The problem with how it works is that by the very nature it reduces randomness in favor of skill ranks.



Whoever designed skill challenges was math challenged. It's a really horrible mechanic.
Fortunately, if you find skill challenges lacking, there is almost no reason you can't substitute in your favored skills system, because skills are largely divorced from combat in 4th edition.


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Posted

Hell, I'll give it a go.

The tabletop gaming group I have found in my new home of Port Angeles is... not the best fit for us. I'd like to find another group or form one.

The game itself can be whatever you want - I'm not too picky about system or setting. What I am looking for in a group is a mature group that can handle the fact that we have a 15 month old munchkin.

So, if you're marooned on the Olympic Peninsula by circumstance or choice, let me know, and my wife and I can try to set something up. Hell, if you're a Canadian from Victoria, you're welcome too - the ferry drops off only a couple miles from my home.


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Posted

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Originally Posted by NinjaPirate View Post
Not really.

Because that's not how people get into gaming.

You don't have a group of folks spontaneously deciding to play RPGs. You have individuals and groups joining OTHER groups that already play RPGs.

As such you have folks that can teach. Better than any words on a page can do so.
You're still assuming that the "existing group" has a good roleplayer. I've been in groups where not a single person was any good at roleplaying. If a new player who wanted to roleplay was in that group, he would likely not want to continue playing RPGs, because he would leave with the impression that roleplaying is not what he though it was. However, if the system itself offers roleplaying aids, not only does it help a novice roleplayer flesh out his character, but it confirms that roleplaying is indeed a major facet of the hobby.


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Posted

Quote:
Originally Posted by NinjaPirate View Post
I'd consider a "superior first RPG" one with easy to understand basic rules that can be picked up and understood in 15-20 minutes, more than any "roleplay mechanics".

For a first timer, you'd want the lessons on how to roleplay to come from people, not some rules. The GM and other players.



-np
TFOS!!!

Easy to play, and roleplay!!


 

Posted

Quote:
Originally Posted by BlackArachnia View Post
TFOS!!!

Easy to play, and roleplay!!
I have a hybrid of TFOS and Human Occupied Landfill.

It was just as easy to play because I hacked out all the overly complicated stuff from HOL, put it in a more realistic (not as cartoony) setting, and the game practically plays itself. Character allergic to horses (Lo Plains Driftur... the son of a cowboy and a succubus...) paired up with Phil Syamese (a cat boy) and a couple others... they had to rescue a snobby hot girl, whose best friend happened to be Cheera, the cheerleading Little Ponytaur.

The stuff just writes itself, I swear.


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Repurposed

 

Posted

Yay I just recently found a group to play D&D 3.5 with here in my town. It has been two years since my last group broke apart due to lay offs, finding better jobs, and moving to said jobs. The best part is I may get to DM again. I can't wait! I've got to get all my supplies ready again.

Oh ya on the arguement of Roleplay vs Roll-play usually a mix is better. I don't care if the mechanics favor one or the other. Some players will get bored if there is too much roleplaying and not enough dice rolling and vice versa. The best way I found was to streamline combat a bit, since anyone who has played D&D 3.5 can tell you it sometimes takes over an hour. As long as the game doesn't stagnate on either side its usually entertaining for all. The other thing I do is use 3x5 notecard with the player's name on it to keep track of accomplishments and good roleplaying. I also tally up exp on the card and give it to the player at the beginning of the next game session. Its an easy way to calculate exp and gives the player a cliff notes version of the last session if they want to keep a character history.

I reward good roleplaying in order to encourage it but its not always exp rewards. Sometimes it is items or extra quest opportunities. At the same time I also encourage quick, efficient combat so there can be more of it. I make combat easier by having round by round tactics for each enemy group, and by encouraging players to come up with round by round tactics for their character. It helps prevent players spending 3-4 minutes deciding what they are going to do. My goal in combat is to keep non-spellcaster turns down to about 30-40 seconds and spellcaster turns to about 60-90 seconds. It helps keep combat down to about 5-15 minutes instead of an hour. Good grief I hate it when it takes a group 30 minutes to an hour to deal with an encounter that is maybe 1/2 to 3/4 of their level. No DBZ combat.


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Posted

Quote:
Originally Posted by Crim_the_Cold View Post
Yay I just recently found a group to play D&D 3.5 with here in my town. It has been two years since my last group broke apart due to lay offs, finding better jobs, and moving to said jobs. The best part is I may get to DM again. I can't wait! I've got to get all my supplies ready again.

Oh ya on the arguement of Roleplay vs Roll-play usually a mix is better. I don't care if the mechanics favor one or the other. Some players will get bored if there is too much roleplaying and not enough dice rolling and vice versa. The best way I found was to streamline combat a bit, since anyone who has played D&D 3.5 can tell you it sometimes takes over an hour. As long as the game doesn't stagnate on either side its usually entertaining for all. The other thing I do is use 3x5 notecard with the player's name on it to keep track of accomplishments and good roleplaying. I also tally up exp on the card and give it to the player at the beginning of the next game session. Its an easy way to calculate exp and gives the player a cliff notes version of the last session if they want to keep a character history.

I reward good roleplaying in order to encourage it but its not always exp rewards. Sometimes it is items or extra quest opportunities. At the same time I also encourage quick, efficient combat so there can be more of it. I make combat easier by having round by round tactics for each enemy group, and by encouraging players to come up with round by round tactics for their character. It helps prevent players spending 3-4 minutes deciding what they are going to do. My goal in combat is to keep non-spellcaster turns down to about 30-40 seconds and spellcaster turns to about 60-90 seconds. It helps keep combat down to about 5-15 minutes instead of an hour. Good grief I hate it when it takes a group 30 minutes to an hour to deal with an encounter that is maybe 1/2 to 3/4 of their level. No DBZ combat.
You know the argument has never been which is better, right? We all agree that they are both good. We're arguing over how some systems favor one over the other, and how that might affect new RPG players and their likelihood of continuing to play RPGs.


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Posted

I must have been tired when I posted. I guess my contribution to the discussion is that a competent, friendly GM who keeps the game moving and friendly players are going to make a much bigger difference for new players and their likelihood of continuing to play RPGs than any system will. It has been my experience that the system and setting only comes into play with the type of adventure the new players would like to play. Some people like super heroes and villains (IE all of us here), others like modern supernatural like the WoD setting, and still others like sword and sorcery.


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Posted

Quote:
Originally Posted by Manofmanychars View Post
Now you're putting words in my mouth. I'm saying that D&D is not made to appeal to everyone. It is made for roll players. Period, full stop, end of story. There is nothing, nothing, that enables roleplaying in D&D. New players often have trouble roleplaying, but if roleplaying is what appeals to them, D&D would leave them disappointed. Houses of the Blooded, on the other hand, would quickly become their favorite game ever.

7th Sea has elements to appeal to every type of gamer, and thus is a superior "first RPG" than D&D. That's all.
I've been reading lively debate for a little while now, and while I'm a narrativist at heart, I take issue with the idea that there's nothing within D&D4E to enable roleplaying. The truth is, D&D provides a more fleshed out world than any other RPG, period, and provides a wide variety of classes and customization options that allow a good roleplayer to create pretty much any kind of character he or she wants. Whether those options encourage roleplay or not is a whole different subject, but it definitely enables roleplay. Don't get me wrong, I'm no fan of Dungeons & Dragons, and fourth edition is my least favorite iteration. But to claim it provides nothing for the roleplayer is just silly.

Here's the thing: A good roleplayer can roleplay with any system, and a good DM/GM/Storyteller/Narrator can encourage roleplay better than any system. If a person requires a system that has those encouragements built it, well, that's fine. But they aren't inherently better.

(Full disclosure: My current favorite system is FATE, specifically The Dresden Files by Evil Hat Games. It's got all sorts of background and roleplay-encouraging elements, and I personally find it more fun than systems like D&D4E. I also regularly game with someone who is more simulationist and someone else who is more gamist. Both these guys dislike FATE for the same reasons I love it, and both of them are excellent roleplayers.)


Where do we go from here?

 

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Originally Posted by Hero Prime View Post
I've been reading lively debate for a little while now, and while I'm a narrativist at heart, I take issue with the idea that there's nothing within D&D4E to enable roleplaying. The truth is, D&D provides a more fleshed out world than any other RPG, period, and provides a wide variety of classes and customization options that allow a good roleplayer to create pretty much any kind of character he or she wants. Whether those options encourage roleplay or not is a whole different subject, but it definitely enables roleplay. Don't get me wrong, I'm no fan of Dungeons & Dragons, and fourth edition is my least favorite iteration. But to claim it provides nothing for the roleplayer is just silly.

Here's the thing: A good roleplayer can roleplay with any system, and a good DM/GM/Storyteller/Narrator can encourage roleplay better than any system. If a person requires a system that has those encouragements built it, well, that's fine. But they aren't inherently better.

(Full disclosure: My current favorite system is FATE, specifically The Dresden Files by Evil Hat Games. It's got all sorts of background and roleplay-encouraging elements, and I personally find it more fun than systems like D&D4E. I also regularly game with someone who is more simulationist and someone else who is more gamist. Both these guys dislike FATE for the same reasons I love it, and both of them are excellent roleplayers.)
Oh god, G/N/S is one of the most flawed sets of gaming theories ever written. I cannot even begin. But for starters, breaking down any group into only a few narrow definitions is a bad idea in any situation.

By the way, allow me to apologize and retract that essay I linked earlier. I had not realized it was written by Ron Edwards, the reigning champion of stupid in the RPG world. He actually said that games that don't operate like his cause actual, measurable brain damage, and then compared the people that play those games to child molesters.


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Posted

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Originally Posted by Manofmanychars View Post
Oh god, G/N/S is one of the most flawed sets of gaming theories ever written. I cannot even begin. But for starters, breaking down any group into only a few narrow definitions is a bad idea in any situation.

By the way, allow me to apologize and retract that essay I linked earlier. I had not realized it was written by Ron Edwards, the reigning champion of stupid in the RPG world. He actually said that games that don't operate like his cause actual, measurable brain damage, and then compared the people that play those games to child molesters.
I don't disagree with you about GNS being flawed. Maybe I was being too subtle in pointing out that people who normally fall into one camp can just as easily wander into others. *chuckles* That doesn't change the fact that your reasoning is flawed, as well.

I would, however, argue that systems which don't inherently tie your character to the background are better for pure roleplaying because they force you to think to involve your character in the world.


Where do we go from here?

 

Posted

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Originally Posted by Hero Prime View Post
I don't disagree with you about GNS being flawed. Maybe I was being too subtle in pointing out that people who normally fall into one camp can just as easily wander into others. *chuckles* That doesn't change the fact that your reasoning is flawed, as well.

I would, however, argue that systems which don't inherently tie your character to the background are better for pure roleplaying because they force you to think to involve your character in the world.
Actually, the inverse is true. By forcing you to think within the confines of the game's mythology and the various gameplay bits you selected, you are required to think of a more three-dimensional character, because even the best roleplayers develop patterns and flanderize their characters. By having reminders of greater depth on the character sheet, it prevents RP decay.


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Posted

Quote:
Originally Posted by Manofmanychars View Post
Actually, the inverse is true. By forcing you to think within the confines of the game's mythology and the various gameplay bits you selected, you are required to think of a more three-dimensional character, because even the best roleplayers develop patterns and flanderize their characters. By having reminders of greater depth on the character sheet, it prevents RP decay.
You need to add something to the end of your posts. Just three little words would help.

"For some people."

Your experiences are not universally true. I know this because my experiences (and the experiences of the hundreds of people who I've to introduced role playing games over the last nearly thirty years) say otherwise. The problem you seem to be having is that you're confusing "good roleplaying" with "good roleplaying with a narrow focus". I can guarantee that the creative mind is more capable of pure creativity when it has its freedom... for some people. Just not for you.

See how that works?

Equally, I can guarantee you just as enjoyable a roleplaying experience sitting down at a table with no character sheets, no pens or pencils, no maps, and even no dice - just a bucket of M&Ms - as I could provide with a game like ]The Dresden Files. And if my players are to be believed, that is a considerable level of fun. But I could only do that if you freed your mind of pre-conceived notions about what makes a game "good".


Where do we go from here?

 

Posted

Quote:
Originally Posted by Hero Prime View Post
You need to add something to the end of your posts. Just three little words would help.

"For some people."

Your experiences are not universally true. I know this because my experiences (and the experiences of the hundreds of people who I've to introduced role playing games over the last nearly thirty years) say otherwise. The problem you seem to be having is that you're confusing "good roleplaying" with "good roleplaying with a narrow focus". I can guarantee that the creative mind is more capable of pure creativity when it has its freedom... for some people. Just not for you.

See how that works?

Equally, I can guarantee you just as enjoyable a roleplaying experience sitting down at a table with no character sheets, no pens or pencils, no maps, and even no dice - just a bucket of M&Ms - as I could provide with a game like ]The Dresden Files. And if my players are to be believed, that is a considerable level of fun. But I could only do that if you freed your mind of pre-conceived notions about what makes a game "good".
You claim an unbiased viewpoint, yet you pepper your post with phrases with decided biased connotations. "Pre-conceived notions"? You attempt to claim the high ground of humility yet simultaneously place yourself above me as somehow more "open-minded".

If you don't want to roleplay a setting, play GURPS, or Tri-Stat dX, or Toon, or some other universal or setting-free system. Other games have settings for a reason, and when I run those games, the players are expected to take the setting into account. I'm perfectly happy to run any of the above-mentioned games if they want to be crazy space ninja cavemen or cyborg Barry Manilow. But those are two different kinds of roleplaying, they appeal to two different types of players. And by focusing on only one type of gameplay as the so-called "beginner's game" (that being D&D's number-crunching min/max environs), you risk failing to attract people interested in the other types of RPG.


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Posted

Quote:
Originally Posted by Manofmanychars View Post
You claim an unbiased viewpoint, yet you pepper your post with phrases with decided biased connotations. "Pre-conceived notions"? You attempt to claim the high ground of humility yet simultaneously place yourself above me as somehow more "open-minded".

If you don't want to roleplay a setting, play GURPS, or Tri-Stat dX, or Toon, or some other universal or setting-free system. Other games have settings for a reason, and when I run those games, the players are expected to take the setting into account. I'm perfectly happy to run any of the above-mentioned games if they want to be crazy space ninja cavemen or cyborg Barry Manilow. But those are two different kinds of roleplaying, they appeal to two different types of players. And by focusing on only one type of gameplay as the so-called "beginner's game" (that being D&D's number-crunching min/max environs), you risk failing to attract people interested in the other types of RPG.
I'm not claiming any high ground. I'm just trying to explain to you that, like mine, your viewpoint is nothing more than an opinion, and one that can be worked around. And I don't mind settings a bit - in fact, I've previously stated, I much prefer rules light games with heavy setting material, like The Dresden Files. Perhaps you missed that part.

All I'm trying to say is that if you require some kind of mechanic to shoehorn your player characters into the setting, then perhaps your players aren't all that creative.


Where do we go from here?