Humblerbee
Insider
Sui Generis is a very promising game- you wouldn't be here on it's boards if you didn't think so. It's making strides and innovations in the genre, and yet, I fear it may be distinctly backwards in others, and a victim of a modern gaming trend towards simplification and paring down on complexity. This isn't necessarily a bad thing, old RPGs were filled with extraneous bits and redundancies, and sometimes simplification can be quite elegant. But I'm worried by their approach to character building and the elimination of roles from a otherwise promising rpg.
Let's start with a worry of mine, thaumaturgy. Now, thaumaturgy sounds like a very cool approach to magic in an rpg, and I look forward to it's unique and creative applications. That being said, I hate that it's completely non-optional, that your character is automatically a thaumaturge- if I want to be a warrior, I'm a thaumaturge who's good at fighting, if I want to be a sneaky assassin, I'm a thaumaturgic rogue, you get the picture. It's like Skyrim with being a dragonborne and getting shouts, and you get dragon souls from slaying a dragon, or thaumaturgic essences from killing a thaumaturge. Both are essentially just wizardry forced upon the player whether they want to play a magician or not- too bad, this game has decided the roles are all half wizard from now on. It's limiting to the player, and cuts down on our playstyle choices because we are shoehorned into thaumaturgy. It's not just that the options there either, no, the game will be actively built around you having to use thaumaturgy; for example, Madoc was responding to a comment about Piggy, the flail-wielding ogre from the videos, saying that he could not be taken down without thaumaturgy. Again, it's not the end of the world to be forced to play a certain way, it's just a step backwards in a game that makes so many forward strides.
Another thing is the elimination of a variety of various skills from old-school rpgs, instead placing them under umbrella categories or eliminating them entirely. Sure, we probably don't need seperate skills for katanas, long-swords, gladiuses, short-swords, etc, but again, it feels a bit dumbed down. Now, I don't know the ins and outs of their system, but it still just seems odd, there are no skills for stealth, pick pocketing, persuasion, traps, etc. For better or worse, they're removing choices. Some of it is removing redundancies, some of it is collapsing things into broader categories, but as it stands it's something I feel nervous about.
Roles in traditional rpgs have been defined by your choice of class, skills, weapons, and stats. Sui Generis eliminates classes, eliminates stats, rolls all weapons onto a spectrum of light to heavy and severely pares down the skill selection while making everyone take spells and play a caster. It's an odd approach for a game that toutes freedom and personal choice as central tenants of it's design.
Let's start with a worry of mine, thaumaturgy. Now, thaumaturgy sounds like a very cool approach to magic in an rpg, and I look forward to it's unique and creative applications. That being said, I hate that it's completely non-optional, that your character is automatically a thaumaturge- if I want to be a warrior, I'm a thaumaturge who's good at fighting, if I want to be a sneaky assassin, I'm a thaumaturgic rogue, you get the picture. It's like Skyrim with being a dragonborne and getting shouts, and you get dragon souls from slaying a dragon, or thaumaturgic essences from killing a thaumaturge. Both are essentially just wizardry forced upon the player whether they want to play a magician or not- too bad, this game has decided the roles are all half wizard from now on. It's limiting to the player, and cuts down on our playstyle choices because we are shoehorned into thaumaturgy. It's not just that the options there either, no, the game will be actively built around you having to use thaumaturgy; for example, Madoc was responding to a comment about Piggy, the flail-wielding ogre from the videos, saying that he could not be taken down without thaumaturgy. Again, it's not the end of the world to be forced to play a certain way, it's just a step backwards in a game that makes so many forward strides.
Another thing is the elimination of a variety of various skills from old-school rpgs, instead placing them under umbrella categories or eliminating them entirely. Sure, we probably don't need seperate skills for katanas, long-swords, gladiuses, short-swords, etc, but again, it feels a bit dumbed down. Now, I don't know the ins and outs of their system, but it still just seems odd, there are no skills for stealth, pick pocketing, persuasion, traps, etc. For better or worse, they're removing choices. Some of it is removing redundancies, some of it is collapsing things into broader categories, but as it stands it's something I feel nervous about.
Roles in traditional rpgs have been defined by your choice of class, skills, weapons, and stats. Sui Generis eliminates classes, eliminates stats, rolls all weapons onto a spectrum of light to heavy and severely pares down the skill selection while making everyone take spells and play a caster. It's an odd approach for a game that toutes freedom and personal choice as central tenants of it's design.