S.F. says:
vicky_molokh says:
S.F. says:
Now kindly point out where "historical war drama about two evil empires" is mentioned in that quote that you are trying to understand. It won't be possible to point out, because it's not mentioned, but you assumed that it is, and that is what's causing your confusion.
Of course it isn't spelled out explicitly with those seven words. I suppose you could imagine a story about Night Witches to be redone as a comedy (like how M*A*S*H was a comedy), but surely it's still obvious that a story about Night Witches would involve the rest of the descriptor?
Where are "Night Witches" are mentioned in that quote then? Also never mentioned. See, the entire "Night Witches" example was a straw man pulled by Drgwen. It had nothing to do with my openness to cat-eared anime witches in maid outfits among teammates.
The sentence that brought on the branch of discussion relating to catmaids among night witches was this one:
Drgwen says:
If you wanted to play a Japanese cat eared maid in my Night Witches game I’d say, sorry, that concept doesn’t fit the fiction for this game.
It seems pretty evident that a Japanese serving among the Night Witches would be highly ahistorical (had a Japanese pilot been among their ranks, it'd be all over TILs and historical curious facts youtubes, because Japan was aligned with the Third Reich at the time), the maid outfit would not match the period uniform, and the cat ears would imply injecting a fantastic character into a historical game. Especially if it were a literal witch as a later post implies.
Your immediate response was
S.F. says:
That example is extremely unlikely to occur for so many reasons that have nothing to do with a system indeed.
I do find the idea of having a cat-eared anime witch in a maid outfit as a teammate cute, though. I'm sure there are plenty of chill and open-minded GMs who'd run a game with a character like that and everyone in the group would have fun.
In the context of the response to the Night Witches example, the second creates a contrast between the cited example and a hypothetical chill and open-minded GM who would accept such a character. (I'm not sure if 'anime witch' means 'pilot drawn anime-style' or 'magic-user that follows some genre conventions found in one or more of the many different genres of anime', but your later post implies the former, which is even more jarring.)
(I do agree that Drgwen's example has more to do with the setting than the system though.)
S.F. says:
But let's say a chill and open-minded GM wants to run a pseudo-historical war drama with magic. One of the players says "hey, can I play a cat-girl in a maid outfit? I promise to make her fit the story and the vibe as much as possible" and all the players in the group agree that it's okay. Maybe they find it cute as I do. At this point since everyone is okay with it and there's nothing inherently incompatible between "war drama with magic" and "strangely dressed cat-girls" the GM just gives okay and the game starts. And indeed the role-playing of that cat-maid player is perfect, miraculously within the setting, and everyone is having fun.
Switching from a historical story about Night Witches to a pseudo-historicall one with literal magic does seem like a case of swapping out one setting for another. I did wonder if that's what's going on in this branch of discussion, and this seems to be a confirmation.
S.F. says:
But what if the system's core rulebook suddenly says "no cat-girls allowed ever" or has strict rules to that effect? What if there's a whitelist of characters that are allowed and everything else isn't? If everyone was okay with the concept, but the system said no, then that would be a bad system, right?
Depends on game context. Cat-girls are usually
mostly only distinct by flavour and not mechanics, so as I stated earlier, the example serves better for setting/campaign-based incompatibilities rather than mechanical ones. I do have in mind at least one other example of a system not supporting certain concepts mechanically and yet this being okay because the system still serves its purpose even with the restrictions.
(E.g. Mage the Ascension supports flexible improvised magic, but if you try to make a character who casts such magic
quickly, the system will fight you and you will have a hard time succeeding at magic, because the system is optimised towards supporting mages engaging in elaborate rituals. I can see how a newbie player might misinterpret the common soundbite 'magic in MtA can do anything' to mean not just all sorts of effects but also different pacing of casting.)
S.F. says:
Compare to systems that explicitly state that rules shouldn't always be followed (basically any d20 system says that in one way or another starting with D&D 1e), that the game experience can be modified with system modules (FATE, Cortex Prime, etc.), and that any ability can be re-flavored to fit the story and characters. All those things are done specifically to allow weird things to fly. That is because game systems are intended to appeal to all concepts and all player-groups. But if a system can't handle it and doesn't allow workarounds, then there is a fatal flaw in it that was never addressed by developers. And therefore they shipped an imperfect product.
Even those systems have their peculiarities that make some concepts less viable. Most FATE editions are very opposed to any concepts amounting to 'magical combat healer' even if they support magic in general. Cortex is averse to
reliable concepts (i.e. in Cortex, being more skilled means you achieve awesome results more often, but you become only slightly less likely to produce unskilled results due to the way the dice engine is written, producing a more 'pulpy' feel of all concepts).
S.F. says:
Previously you mentioned Lancer and its limitations. I never had an opportunity to play Lancer yet, but I see no reason not to trust you on that. What if I wanted to play a pilot who specifically drives a sniper mecha, has barely no close-combat capabilities, and prefers to provide vital support to teammates from a distance? With you as a GM, let's say everyone at the table agrees that it would be good and fun. How would Lancer handle that? Would there really be no way of finding suitable rules for that? Would re-flavoring of abilities be prohibited?
I would say that if you want the mechanics of a deeply specialised sniper like that (as opposed to 'the Jack-of-All-Stats Everest mecha with Cyclone Pulse Rifle'), you'd need to start at License Level 2. And it seems most groups I played with and all published adventures I know start at LL0. Personally I'm a fan of starting at LL2 or more.