jhkimrpg ([info]jhkimrpg) wrote,
@ 2005-11-07 16:13:00
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Possible Rants
A little while ago, I started a thread on The Forge entitled John's Standard Rant #1: Freeform Traits. This was a bit of a departure for me, in that I am pretty middle-of-the-road. That is, I like traditional tabletop games, new indie tabletop games, traditional larps, art larps, and so forth. I don't play computer-based RPGs, but I don't have anything against them, and I at least dabbled with MUDs for a time.

Still, I do have my pet peeves, and I was wondering about listing out what some of them are for what my future standard rants would be.




#1 Freeform Traits
Covered in the Forge thread mentioned above.

#2 Realism vs Art
All too often, I hear people complain that a game concentrates too much on realism -- and that what they're really interested in is "story" or "drama" or "art". I'm perfectly willing to grant an aesthetic preference for less realistic rules, perhaps ones which emulate the pacing or other features of other genres like movies or novels. But realistic rules are themselves art.

These days, no one suggests that a realistic painting isn't art. Or that a lifelike sculpture isn't art. Yet somehow, people are dismissive of rules that represent reality as being uncreative and opposed to artistic expression.

#3 Dramatic Meaning vs Ludologic Meaning
Somewhat more subtlely, I think that the model of drama is often overemphasized in games. Drama has a particular form which sets up fictional characters whom the audience identify with. But this sort of imaginary conflict isn't actually central to meaning. Ultimately, meaning comes out of differences between the real people and the fiction. Forms like a landscape, a portrait, or a descriptive poem still have meaning.

This is important for games like Mellan Himmel Och Hav on the one hand, or September 12th on the other. A game's meaning doesn't need to come from the dramatic arc. While I'm a pretty firm believer in the importance of dramatic arc for plays and movies, games are a very different form in many ways.

#4 Characters and Other Sheets
I am frequently frustrated at the state of play. In my mind, the most important elements of play as expression are what physically appears in the play itself. i.e. Imagine you're making a movie. What is important is what appears on the screen. So, too, what is important in a game is the physical elements of play that are in front of the players. What do the players say? What visuals do they see?

The character sheet is the single most seen and referenced visual piece in a tabletop RPG design. Therefore, it should be the focus of a lot of careful thought. Yet most people seem to dismiss it. The same applies to a lot of other pieces of play. i.e. The process of speaking. It seems rare and strange for a game to have rules about dialogue -- Puppetland and Polaris being among the exceptions.

Similarly, there is the use of miniatures. For example, D&D as well as other games have the laborious process of the GM copying out a map from his notes onto the big battlemap which the miniatures are put on. I think that a better design should be able to address this. This may have to change how location exploration works, however, rather than a different trick for doing the same process.

#5 Extended Contests
This is a bit of a personal thing, but I'm often annoyed by repetitive rolling. Cases that grate on me are old AD&D combat, extended contests in systems like GURPS or Storyteller, and to a degree in HeroQuest. If there aren't significant changes of player choice from one step to another, then I'd prefer that it just be skipped. My preference is where each round involves an important tactical choice, like Champions or Dogs in the Vineyard. If there isn't such a choice, then just make the conflict a single roll like My Life With Master.

#6 Death Spirals
I talk about this a bit in my short essay on Techniques for Action Pacing in RPGs. Basically, the pacing of a system depends a lot on the strictly pure mechanics. My essay uses pretty neutral language, but I see this as a frequent mistake in design.




So those are short forms of some of potential rants. Thoughts? Are some misdirected? Which (if any) should be expanded on?



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[info]zdashamber
2005-11-08 01:04 am UTC (link)
For Rant #4: Coming from an Amber/Paranoia background, I find character sheets an oddity. I'm used to systems where everything important about the character is easily carried in memory, the stats right there with the personality. It's somewhat irritating to have to carry around a sheet to remember how good I am at X skill, and it seems more constrained.

If the sheet has a function during play, that irritation is somewhat ameliorated, as with the numbers down the sides of a Deadlands character sheet where you slide a paperclip to count how many bullets remain in your various weapons.

Miniatures can be great for demonstrating who is where in relation to the bad guy so that everyone has the same idea of what's possible in the situation. Maps are great for the same reason: "Hey, from Chicago I could get to House on the Rock in just a few hours!" I've never been in a game that used miniatures on a map, so I can't speak to that.

Initiative systems are a pretty universal way for sorting out who should be speaking when during combat... For less high-stakes situations, I'm not sure that speaking rules would help a game.

Basically, I feel that what's physically there is a great deal less important than what the people involved are imagining.

Would you also talk about how the gaming room is set up when you talked about the real-world vestiges of gaming? That's a hugely important modifier of play.

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[info]jhkimrpg
2005-11-08 01:47 am UTC (link)
Well, this is tricky. In one sense, I agree about imagination. That is, in a book, what is important really important is what the reader is imagining -- not what is on the page. In the same way, in a movie what is important is what the viewer is imagining -- not what is on the screen. What the audience imagines is not the same as what is shown. For example, it is often much scarier to not show a monster than to show it. That said, however, if you're writing a book I expect you to pay careful attention to the words which are on the page, because that is what you have to work with. On the other hand, I would hope that the reader of the book wouldn't be thinking about your word choice -- but rather the story which is being told.

In the same way, I expect a game designer should pay careful attention to what is physically said, shown, and acted out at the game session. However, I don't expect that this should be the focus of attention for gamers.

As for the sheet -- it's a good point. I agree that sheets should have a function in play if they're used at all. If they're not actually contributing significantly to the experience, then they should simply be dispensed with. Hopefully soon I want to finish off "Morpho Londinium" which was my Game Chef Contest entry, where one of the restrictions that I chose was lack of character sheets.

The room layout is another important aspect. I've often pondered the differences between games done sat around a table versus the how we do our Buffy games sitting around the couch. With my game critic/designer hat on, I think that some mechanics and content will work better in the around-the-couch setup than in the around-the-table setup.

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[info]zdashamber
2005-11-09 07:20 am UTC (link)
A more apt analogy from my point of view is that the rules map to the language of the book... You can describe an exploding spaceship floridly or clinically, but the main thing is that the spaceship exploded. Character sheets, maps, miniatures: these all map to the font of the book. Some people notice it and really care; most people don't.

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[info]sim_james
2005-11-08 01:17 am UTC (link)
   I’d like to hear more about extended contests, and some good alternatives to them.

   I definitely agree with you regarding the importance of the character sheet. For the D&D campaign that I’ve just begun, I moved Skills to the first page (underneath ability scores and other general information) and put all the combat-related data together on a later page (with some reference inforation – eg, a condition summary). I want the players to be more aware of what their characters’ non-combat capabilities are, so that needs to be on the front page. I also want combats to run with less page-flipping – if a PC becomes blinded, dazzled and sickened, the effect of these conditions are described on the character sheet.

   I don’t have a problem with death spirals per se, but if they are part of a game that encourages dramatic axction, then there should be some way to flip them. The Storyteller system allowed PCs to spend a point of Willpower to negate wound penalties (for a turn? I don’t remember, as I mostly ran Wraith, which doesn’t have a death spiral). Were I to run Storyteller with an action emphasis, I’d allow PCs to spend a point of Willpower to gain their wound penalties as a bonus for one turn. The PC might be nearly beaten, but with a surge of adrenalin he may be able to try a last, desperate strike.
   

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[info]jeregenest
2005-11-08 01:44 am UTC (link)
The problem with the RPG as art debate is people often confuse the product of the technique with the result. Game books are really nothing more than paintbrushes or musical scales. In themselves they are not art, what is art is the product of the gaming experience. As such I hold that rules are not art. They are technique to gain the art. What is art is often ephmeral and difficult to share, though I'm seeing some interesting things opping up in the podcast space.

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[info]jhkimrpg
2005-11-08 02:00 am UTC (link)
I disagree.

Rules are not at all equivalent to paintbrushes -- because they are an integral part of the artistic work. The audience never sees the artist's paintbrush, but the players of a game are extremely aware of the rules which are in use. So they are a piece of the art as it is experienced, like the color and texture of the paints.

Perhaps I should explain my vehemence. There are people who say that the "art" of a game session is in the transcript -- i.e. the sequence of fictional events which happens during a session -- and that everything else are simply tools to achieve that transcript. This reduces gaming to a pale imitation of non-interactive media like books and movies, and in my opinion it makes for terrible play.

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[info]jeregenest
2005-11-08 02:12 am UTC (link)
I don’t think rules are a requirement to understand a session, in fact they can be quite transparent to an observer to a session, and are not necessary to enjoy a game and its artistic output. I tend to use the jazz analogue for roleplaying as I consider it the most relevant. While the audience can gain a greater appreciation of a work by understanding the techniques the artist used it is also possible to be in the audience and let all the technique wash over you, just enjoying the art. Game sessions can be the same. While understanding the rules can add a level to the experience it is also quite possible to enjoy the session for itself. In fact the best gaming experiences are the ones that can be purely enjoyed that way just as the purest forms of music are ones where the technique fade to the background and you are in some creative now.

I think the dependence on the written rules reflects the difficulty of our genre to be enjoyed by others because of various social issues and thus the rules (and setting) taking center stage as the form of the hobby we can share. I‘d like to see us move beyond primacy of the technicalities or the relics (rules and write-ups for example) and be able to enjoy the genre for its pure creative moments, the point of play.

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[info]jhkimrpg
2005-11-08 04:46 am UTC (link)
Well, but transparency is a part of the art. For example, in feature films, there are extremely carefully developed techniques which immerse the audience -- tricking them into not thinking about the camera position, but rather thinking about the characters. But that doesn't mean that camera position and movement isn't part of the art. Quite the opposite.

The same thing applies to many other aspects of art. For example, the scenery of a play is something that gets a lot of time and effort spent on it. There are many careful designs which literally fade into the background -- whereas a poor design will lead the audience to take notice of the scenery and distract from the actual play.

In RPGs, not all rules will into the background and emphasize creativity. By having a game designer consider carefully, it is possible to design rules which more easily fade for you. That transparency is a form of art. If they are actually still being used and followed effortlessly, then that is a part of the art. (Though, it can also be artistic to have very non-transparent camera movements, scenery, and rules.)

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[info]jeregenest
2005-11-08 05:47 pm UTC (link)
But camera movements (or a saxophone) is not art in itself. Its how its used. Of course the analogy breaks down because you do have tools that are art on their own, the Stradavarius. But in general I don't believe rules or setting are art it is what is created with them that is art.

That being said the importance of good rules is critical. If Charlie Parker had used my kid's toy saxophone it wouldn't have been that good.

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[info]jhkimrpg
2005-11-08 07:25 pm UTC (link)
These are artistic parts of a larger whole. For example, painting is art. However, painting the background scenery of a play is a piece of art within the larger work.

Similarly, I think that photography is art. A nature park by itself is not art, but you can have photographs of it which are art. The positioning, framing, focus, exposure, and timing of the pictures is art. Within a film, camera positioning and movement is only a piece of the larger work -- but it is art in itself just as much as any other part.

I think the same applies to setting. I have no problem saying that the Harn setting is a creative artistic work on its own. The maps, illustrations, history, and descriptions are an expressive artistic piece as much so as a painting or musical piece.

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[info]icecreamemperor
2005-11-08 02:10 am UTC (link)

Regarding #2: While I agree that gamers often set up a false dichotomy between "realism" and "story", I would point out that movies and novels are not genres, but mediums. (I'd guess this was just a mental typo.)

Furthermore, people often cast aspersions on art which is "merely" representational -- i.e. the only purpose of the art is its replication of reality. The assumption is something like the opposite of your claim that "realistic rules are themselves art"; i.e. what defines something as art is its use, not its construction. This suggests that the realism or non-realism of rules is a scale more or less at 90 degrees from the artistic merit of the game -- both hyperrealistic and nonrealistic rules can produce art. This may be what you are actually saying, but the bit about rules being themselves art seems to contradict this idea.

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[info]jhkimrpg
2005-11-08 06:26 am UTC (link)
You're right about #2. I was speaking about imitating the genres of novels and movies. Still, the novel is a genre in the broad sense. There are a lot of other things you can do with a bunch of paper and words, like epic poetry, script, and so forth. Similarly, narrative feature film is one thing you can do with the celluloid medium. My issue was that RPGs often imitate the conventions of feature films, television series, and so forth.

As for the latter, I don't see the contradiction. I am saying that both hyperrealistic and nonrealistic rules can be a part of art. The only way I can see a contradiction is if I assume that the only purpose of rules is to replicate reality. But that's clearly false. Rules are constructed as part of a work of entertainment. And I think it is well accepted by now that "pop" works are still art.

(I'll probably give a full rant post specifically on this topic, by the way.)

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(Anonymous)
2005-11-08 02:12 am UTC (link)
Speaking of character sheets and beyond, having played Yu-Gi-O! and now Heroclix with my son, I'm convinced that RPG design has hardly begun to figure out all the ways that visual aids could aid play - and enable play. I think Neel Krishnaswami's "Getting Rid of the {Tech}" article on 20x20 a couple years ago offers a few hints of the kinds of thing that might be possible. Me, I have a hazy vision of a genuinely tactical combat system that happens not on a map per se, but on a visual display that represents the ebb and flow of violence.

Anyway, great food for thought here, John. I found myself just in the last day or two thinking about all your contributions to the thinking about our hobby over the years and then, lo and behold, fresh material on the LJ!

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[info]jimhenley
2005-11-08 02:13 am UTC (link)
Oops! Sorry for the anonymous post. Wasn't logged in.

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[info]gbsteve
2005-11-08 09:11 am UTC (link)
Re #5, I'm not sure where the tactical choices are in Dogs. There's the option of escalating the fight but I'm not sure that's a tactic as such.

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[info]losrpg
2005-11-09 04:21 pm UTC (link)
The tactical choices that I see in Dogs are
-- when to drop out and cut your losses
-- which dice to use for Sees and Raises
-- when to escalate

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Dice in Dogs
[info]vaxalon
2005-11-16 12:27 pm UTC (link)
I have found that choosing which dice to use in a see or a raise can have VERY powerful effects on the game... it doesn't always make sense, for example, to automatically raise with the highest dice one has available. For example, if you've got a 10 on the table, and your opponent has a pair of sixes and everything else five or less, you can induce him to block with those sixes if you raise with a 12... putting you in a vary advantageous position.

The tactical choices in Dogs are very complex if you look into them deeply.

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Like chinese cooking
(Anonymous)
2005-11-08 12:17 pm UTC (link)
One of the things that I have noticed lately, in the Drama v. Realism debate, is that the idea that you would want one to the exclusion of the other is rash. In a completely arbitrary example, I have read that asian cooks want to have all five of the possible tastes in a great dish (salty,sweet,sour,bitter and umomi or meaty). Similarly in regard to Reality/ Drama one wouldn't produce a novel completely devoid of internal logic disbelief only stretches so far, but a book about climbing the stairs after lunch needs real craft to seem dramatic. A mix where appropriate for the genre and audience is a necessary feature.

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[info]brand_of_amber
2005-11-08 04:38 pm UTC (link)
#1 -- I think this honestly depends on the game. Many games do just encourage players to go with the general utility skills. I've played lots of HeroQuest and Unknown Armies, and seen lots of "stab things" and "shoot things" and "really strong" traits. Otoh, in games like Dogs I've seen lots of things like "I get this fire in my eyes when I'm talking about scripture" or "I have a devil in me, my dad put it there, and I'll never get it out."

I think part of the issue has to do with specificity and focus. If you give players a create your own trait system and don't have specific issues and opositions that the game is going to focus on then of course they're going to go for the most generic options avaliable. You have to cover your bases to avoid building an ineffective character. OTOH, if you know what the game is going to be about, going to focus on, and can individualize within that focus then the need to cover bases diminishes and the ability to actually personalize goes up.

These days I only use freeform traits games for shorter run, more specific and focused games. Doing so does yield me good results. Doing it for long term "anything goes" games, however, doesn't.

#2 I like realistic gaming. Sometimes. Other times I don't. When I want a realistic game nothing else will do, and when I want a dramatic game....

#3 There are multiple different ways to form meaning in narrative structure. The two you mentioned are both tools, and there are others. So this mirrors my response to #2 above -- there is no inherently right answer. There are tools, their use creates different effects, and therefore we should use the tools we want to create the effect we want. To do otherwise is just silly. To suggest that one is inherently superior to the other in all situations is something less complimentary than "silly."

Now, talking about which tools we like, and why, and what effects and results they produce, and why, is all good. It is, I think, necessary if we're going to go forward. It's also why I've always liked it when you come on Yud's dice and tell me how I'm wrong – because by seeing your take on things I get a fuller picture of the results produced by different toolsets.

#4 Yes.

Yes.

Yes.

#5 Yes, save that I often don't find that to be the case with HeroQuest. I used to, but I've kicked the system about a bit, and forced myself to retrain the brain on how APs work (and deliberately ignored the common wisdom of the HQ mailing lists and Forge forum in many cases) and found that you can make HQ extended contests contain meaningful choices. It is not, however, an easy or automatic thing to do with the system – I agree on that point.

Really, I want there to be something important to decide, to push, to tactically or dramatically decide every time I'm rolling to do something. Repetitive rolls bore me silly, and nothing kills my enjoyment of a game faster than the old AD&D swing and hit and swing and miss and swing and hit pattern.

#6 While playing Truth and Justice last night, my wife got into a very annoyed and bad place because of the death spiral effect. Rather than making the final fight climatic (as we'd wanted it to be) it made it rather limping and pathetic, as she tried to give it her all with less than 1/3rd of her all remaining. It was one of the clearest examples I've seen of mechanics vs. the pacing you actually want I've ever seen. (Its worth noting that Truth and Justice is a good game, and we've played it quite a bit and avoided this issue. But when it hit, it hit like a truck.)

However, I think this also gets back to points raise in #2 and #3 above. Why are you having the pacing you're having? To be realistic? To be dramatic? To be a hybrid? Because that's how other games do it? If you want the result of being hit to be that you crawl for cover, then fine. But if you want a game in which you get hit and spaz for a bit, then make a dramatic comeback you'd best do something different with your mechanics.

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[info]jhkimrpg
2005-11-08 06:58 pm UTC (link)
I like realistic gaming. Sometimes. Other times I don't. When I want a realistic game nothing else will do, and when I want a dramatic game....

Here's what I'm puzzled by. You imply that realistic games and dramatic games are different things. Why is that? What's the difference? This dichotomy doesn't seem to exist in other forms. For example, in feature films, the word "drama" implies a story with greater realism than other categories like "action" or "sci-fi".

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[info]brand_of_amber
2005-11-08 08:36 pm UTC (link)
You are correct sir. I think that the dichtomy, false as it may be, exists because of the way RPG mechanics have traditionally labeled and categorized "realism" and "drama" with the first meaning emphasis on rules that govern a physically likely system of interaction and the second meaning emphasis on rules that govern anything else.

This is, of course, bunk when it comes to talking about the actual play produced by games. You can play a very dramatic GURPS game or a very realistic game of Breaking the Ice -- but the say people focus on the priorities of the system you'd think it is impossible.

So, my point, refined, is that drama and realism aren't different. They are tools, and should be used (either seperatly or together) to get the game you want. They aren't mutually exclusive, and neither is inherently superior to the other in any way.

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[info]jhkimrpg
2005-11-09 01:14 am UTC (link)
I think that the dichtomy, false as it may be, exists because of the way RPG mechanics have traditionally labeled and categorized "realism" and "drama" with the first meaning emphasis on rules that govern a physically likely system of interaction and the second meaning emphasis on rules that govern anything else.

Right. And I'm saying, as you are, that those labels are wrong/bunk. They are quite simply senseless. For example, this classifies games like D&D, Feng Shui or Exalted as being "realistic" compared to Breaking the Ice. That's not right.

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[info]codexarcanum
2005-11-08 07:40 pm UTC (link)
Wow John, that's some pretty interesting stuff. Let me try to address those points, because I've had some thoughts on these issues myself.

#1) Freeform traits are definately something that worries me, as my pet project uses them. I've worked on two different ideas to address this. One of them resembles the "batteries" mentioned early in the Forge thread. Except that using a disadvantage recharged a generic battery which could be spent on anything. I've had problems with it, but I have trouble seperating GM issues from design issues so I won't bring them up.

The other idea I was using was a success level set up, where basically a broad skill could be used more often but always scored the barest level of success, or succeeded with a downside. Specific skills, on the other hand, would yeild higher success levels, sometimes with a bonus. The challenge there is setting up the "broadness levels."

#2) I think it's just a matter of what people like and the age old practice of putting down what you don't like. "The games I play are ART, your game is just... mundane." I think the problem is that realistic games tend to have more rules to enforce that reality, and those rules offer a greater chance of the system interfereing with the play intentions.

#3) I think I agree with you entirely here, well said. The nature of drama is different for all mediums, and I do find that many roleplayers can get frustrated when they try to emulate the drama from a film and find that it does not often translate well into RPGs.

#4) I take issue with this one. It seems like you're almost anti-character sheet. Now, I agree that more effort should be put into them, because I've played with some really crappy sheets, to the point that I always design my own now. I also tend to do what another poster said, about putting combat on one side and everything else on the front. Cuts down on page flipping and sets tone better.

But really, I just see them as note sheets. D&D has a lot of notes (nevermind that I think it's more of a board game than an RPG), whereas my Nobilis game has very little in the way of a paper trail.

I think it really just depends on how detailed a character both the players and the system demands, and how much of that detail must be recorded. Even a highly freeform game like Amber could be used with a more detailed character sheet. Just as a reminder to the player as to what kind of character they are playing. This becomes especially important after long periods between play sessions.

#5) Agreed, I hate extended tests unless something is changing in between each roll. I think I made that an explicit requirement of making multiple rolls in Discord. Something had to change or no extended tests and no rerolls.

#6) Death spirals, and the entire pacing of games and combat in those games, is a big subject. I'd definately like to hear more about this, but I'm not up to writing about it right this moment.

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Free-Form Traits
[info]jamused
2005-11-18 03:44 pm UTC (link)
In general I agree, but I think it's only a problem if Traits are a scarce resource. In my homebrew, once I switched to allowing as many skills at whatever level the player wants, broadly defined traits just become a shorthand for a laundry-list of more specific skills rather than a more useful or efficient version of them. So far, I haven't had a single problem with anyone trying to abuse the system--if anything players are reluctant to seem greedy.

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Re: Free-Form Traits
(Anonymous)
2005-11-20 05:16 pm UTC (link)
In general I agree, but I think it's only a problem if Traits are a scarce resource. In my homebrew, once I switched to allowing as many skills at whatever level the player wants, broadly defined traits just become a shorthand for a laundry-list of more specific skills rather than a more useful or efficient version of them. So far, I haven't had a single problem with anyone trying to abuse the system--if anything players are reluctant to seem greedy.

Self-censorship is *not* good.

--
Peter Knutsen
sagatafl.org

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