Hey chummer, I was just responding to the original question "How much does the lack of consistency in rules affect your gameplay experience", and the answer is... it doesn't. As a GM, YOU create the consistency... or when I'm running the game, I do. When someone else is, they do, and I trust them to ensure the game is fun for everyone. Sometimes that doesn't happen for whatever reason. Bad rules, bad GM, or bad group dynamic. That answer depends on the experience. I've played games with crappy simple rules (think old Marvel FASERIP with the random character creation) and a good GM and player group, and had a blast exploring what could have been hopelessly bad characters. I've played games with good rules, a trusted friend as a GM and a bad group dynamic of characters (I've even played with the group of players before) and had it fall apart horribly because of character motivations. Again, decades of playing tabletop RPG's and I've seen many permutations.
Is that an excuse for 'bad game design' I don't know. If that's what it is, I've never found a totally perfect game system design, though I have found a number of ones I love. And those I will never play again.
2: this simply might not be the system for you, since it's obviously rubbing you the wrong way and you're fixating on its flaws.
And yet they care enough and think well enough of it that they come here to discuss it. Sorry if my answers didn't get you 'hot and bothered', Notion, but I gave you an honest answer. I honestly don't think that much about it. I am a fluid storyteller, and don't let myself get bogged down by the rules. I will argue for hours AFTER a game session is over if need be, but the first questions I ask myself when adjudicating any answer as a GM in the middle of a game is "What makes the most sense" and "Is this fun" (regardless of whether it is to the benefit of the players or not) because sometimes the consequences of failure can be just as interesting to the story. If the debate takes more than 10 minutes (or less if a player- I abide by a GM's rules and bring it up after) I just decide something and move on. I'm there to tell a story (either as a player of a GM) not argue over rules.
Though I will agree with Michael, telling someone their point is invalid because it doesn't align with how you see things, or calling it LAME! doesn't really 'turn others on' or win them to your point of view, either.
In the case of Noble Sacrifice (which has never come up in one of my games to date- for the record) for summoning spirits, I would apply a "you're doing this because you think you're going to die" effect, which means you're burning it to get ONE favor from a spirit, and it will do EVERYTHING in its power to enact it. You can't get multiple favors, or if you spend the points down the road, maybe IT would become your Spirit Ally because of the life you poured into it. The point of Noble Sacrifice is that you're potentially giving away EVERYTHING for it to happen. If you don't, and survive, thank the kindness of your GM for not accepting it, and taking it all. Again, for me, that's a completely story-driven power, regardless of what the text may or may not say... Looking to dip into that well again is kind of silly
"So, I was willing to give my life for that spirit to do this thing, and it still owes me..."
"Yeah, but it was a noble sacrifice... It responded because you put your heart into the request and it believed you were going to die..."
"And I lived, so, yeah, it owes me more favors now... and I'd LOVE a cup of coffee."
"..."
So can you explain me for any of the examples I mentioned above, how this is INTENTIONALLY done to leave stuff to the GM? Why would I want Stuff to be left to me as GM anyways? It's so much easier to ADJUST a working system by house rules as opposed to patching up the non-functional mess someone else produced.
First of all, if the system was perfect, you wouldn't need house rules.
That said, as a GM, it empowers me to tell the story I want, because there's contradiction for me to adjudicate that rules lawyers can't argue. If there is a hard rule, then the rules lawyers will fight from the point it is enacted until the cows come home to get what they want. The harder a rule is on the weird stuff, the easier it is to exploit.
I refuse to say if its bad design or intentionally vague on a case-to-case basis because I honestly don't know... I really don't, but it doesn't matter. (though Shadowrun even does this with the lore intentionally because misinformation is a big part of the lore and history of it- No. Seriously. History is written by the winners... or those left to tell the tale... or at least those willing to talk about it. As far back as 1st edition there was contradictory lore because the designers wanted the GM's to decide what was truth in their game, since it was all objective- doubt that and regardless of what you believe, look at the current real-world political climate and individual responses to it for your answers...) I know enough of the other rules, and the spirit of how things are written, to interpret them the way I do. If there wasn't enough there, I'd either abandon the system, or create my own and ignore it (which is not the same as saying- "If you don't like it, then leave" because I can only think we both believe there's enough good design here to have the debate about, or you wouldn't bother and actually create your own)
Yea, kinda. I am used to writing computer games, they have to be just as clear, y'know. Of course people can misunderstand things, but rules CAN be written in a way that makes the rules precise. Like each and every regular tabletop game does this, and most succeed.
Then try Battletech. They're written by Catalyst too, and believe me, they are so precise it hurts. Decades of beautiful, cold-blooded, precise design go into it. That's what its players are into. I have my old FASA stuff, and still love it, but I can't keep up with that kind of lifestyle as a game system (though I still enjoy it as an occasional past-time).
That said, I've also played SO MANY old-school text-based computer games... which turned out to be "guess what the game designer was thinking" exercises. Again, you never did answer me... have you ever given one of those simple clear systems to someone else to run and found out if it turned out different than you expected either because the GM or the players interpreted it differently?
To be fair, it's kind of a trick question, because if you haven't, it probably means you either have the best game system ever designed hidden in a folder somewhere, or you haven't exposed it to enough people yet.

Crunch~