Listening to the latest podcast from the Hapyjackers - http://www.happyjacks.org/ - on my run (also known as shambling piteously) and they were discussing transitioning a game from one system to another. Specifically, they were talking about moving a DnD 4th Ed game to Hero, and then to GURPS.
It was interesting to hear the different opinions between Stu the GM, and the hosts as PCs. The PCs had an excellent argument that mechanics is what they plan and prepare for with their characters, and now that you moved systems - that piece of their character is toast. Not to mention system specifics. DnD doesn't have a mechanic for disads while Hero depends on it as part of the point buy system. Stu had some good points about character buy in and concept, but I don't think he was considering character creation and planning. (Actually, I think did have all those things considered and was "playing a contrarian role".)
I think there were two things missing in the discussion. The first was the stated reason for the change - 5-6 hour long combats. Besides system (4th ed sucks at short combats), there were over 9 PCs in the game. Are you kidding me. You want a short combat with that many players - nucking futs. Second, they had 10th level characters developed over more than a year of play. You don't just bond with the character concept, you bond with the history and planning and how you made the mechanics mesh together. Trying to get that amount of satisfaction from a reconstructed character is impossible in my opinion. Even if the player and PC sit down and walk through options and strategies for recreating - nothing can remake the history of the character.
In my weekly group we tried (are trying) a similar thing. An old campaign is being (literally) resurrected. The PCs are the same characters, but recreated (the first time) in 4th ed. After the group became dissatisfied with that system, we recreated again in Savage Worlds. Each time it was just easier to take the "spirit" of the character and create from scratch instead of trying to recreate with any kind of one to one matching of skills/powers.
I understand when a group becomes dissatisfied with a system, but wants to continue the story - good stories are harder than good systems - and good and familiar characters are even better. However, I think Hoser Rob had the best suggestion. Take the characters back closer to start, and then recreate. Yes, you lose some of the history and mechanical fun that you built up for the character over time. But, you aren't going to translate it to the new system anyway.
A step like this is going to take close cooperation of all the players and the GM. And like they said on the podcast - some one on one time between GM and player will be necessary.
Rather Be Gaming.
Wookiee Daddiee
- Posted using BlogPress from my iPad
Saturday, July 27, 2013
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