*Thread falls on Stan*
...makes things difficult to keep track of; things are often getting disorganized and pausing to find, say, a 30' rope card during gameplay slows things down. Then again, we dealt with that by having 1 person be Gamemaster and another person keep track of all the cards, so perhaps skills could work that way, too.It's a refreshing system, but I think it's more suited for one-shots than long-going campaigns.
The thing is that the rulebooks to all conventional rpgs are geared towards this Diablo style playing. Look at the gamebooks for any edition of Dungeons & Dragons and you'll find very detailed explanations for how to resolve combat, long lists of spells useful primarily for killing enemies, detailed bestiaries full of different kinds of monsters and their various combat statistics, and carefully balanced options for character advancement. Seldom will you find rules detailing the grumblings and possible mutiny of a party subsisting only on dried rations for a month, or rules on manipulating guild meetings or dinners with a noble and his retinue to improve one's social standing. People say that such rules aren't needed, and I think they're right - but ultimately, why do we need so many detailed rules for combat and character power if that isn't the focus of gameplay?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.
Even a game like Call of Cthulhu has very detailed rules for combat and physical actions. It's meant to be a cerebral game of mystery and Lovecraftian horror, yet the game has five physical attributes (strength, constitution, dexterity, size, appearance) and only three mental ones (intelligence, education, power). This trend persists throughout the game, so that even Call of Cthulhu is clearly written with the expectation that players will kill monsters, and then get more skills and equipment in order to kill stronger monsters.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 understand you fine, FireFog - if I may ask, what is your native language?My native language is French ^^