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Old 04-24-2019, 11:18 PM
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StainlessSteelCynic StainlessSteelCynic is offline
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Join Date: Feb 2009
Location: Western Australia
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Me personally, I heartily encourage people to keep creating material for the earlier game versions if they wish to do so, specifically because there seems to be a trend in modern games for "streamlined" rules and more "narrative" content. Streamlined, meaning little in the way of rules to give you guidance.
I've found that games with those two concepts tend to leave me unsatisfied with the gameplay - they're dull and uninspiring

Naturally it depends on the game system you choose but I've found that for my tastes, certain older game systems offer the right mix of GM freedom and rules/mechanics. I like to have a rules as guidelines but I want those guidelines to be solid & robust. A lot of the games on offer these days come across to me like some tabletop version of interpretative dance while ignoring the idea of teamwork.

Now I'm not saying that this new version of T2k is going to be "rules-lite and catering to the angsty, whiney, tell-my-own-story-rather-than-follow-the-GM's-story player" kind of game but those types of games appear to be popular enough at the moment to be a market-influence on the rules designs.

EDIT: just realized that Chris Lites is probably one and the same guy that wrote the Dust rpg - which is a rules-light, action-adventure style game.
https://www.modiphius.com/dust-adventures.html
I'm not saying that that makes me think a 4th edition of T2k is going to lack the mechanics that make the game something you can sink your teeth into, but it does make me think that I'll wait for some game reviews before deciding to buy it or not.

Last edited by StainlessSteelCynic; 04-24-2019 at 11:22 PM. Reason: Adding info
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