bankuei wrote:
...
> I think the key issue here is whether you use the rules to "simulate" a world, or simply as a
> means of defining conflict.
...
> If you are decided how all the elements in gameplay are going to fall out, and treating
> them as a "world in existance", with no room for flexibility, then yeah, you're going to have
> a narrow focus of characters and ability ratings will be a requirement.
...
In my experience, even with a non simulation approach and a broad range
of characters, the ability ratings do make a difference.
...
> If you are willing to improvise on the fly
....
If you can do that always and to sufficient quality, you do not need a
rules system at all. For us mere mortals, however...