Everything was done by the GM, (only sometimes we used dice, but that depended on the mood). And you know what? these games were awesome. ive tried playing DD with sticking to the rules, but that was just boring... GM should be god, and if this is a good GM the game will be fun, with a bad GM it would suck anyway.
This! But as a GM, I
like having rules to fall back on. I'd feel bad killing a character without having it clear that a certain roll needed to be so high, or that his strength ran out, or whatever. Still, you make a good point, and I think we do need to ask ourselves why we need rules at all.
It's a refreshing system, but I think it's more suited for one-shots than long-going campaigns.
Mmm... actually when I tried it, one-shots didn't work as well, because everyone takes a while to get used to the cards. Over the past year we played a series of ten games, and it worked fine for all ten.
The true question may be : are all that combat rules needed ? We do need rules, but as you said before, having too many rules may break the fluidity of the game.
It is a problem, FireFog; it is a problem. But even with rules-light systems, there still isn't necessarily anything there to create
mood.
That's truly a shame because in this type of context, the rulebook should focus on how to create a "scary" experience rather than "pew pew take that Elder One".
I agree; but Call of Cthulhu is fairly standard in that sense. In fact Cthulhu is better, since the stats for the Elder Gods are so high that it's pointless to fight them. Then again, there's an intricate, rpg-style board game -
Arkham Horror - which
does encourage you to kill the Gods with guns and grenades.
My native language is French ^^
Ah, français! I have a question - have you noticed that English speakers are less emotionally expressive, and stand farther apart when talking, than the French do?