KillWatch wrote:What exactly is outdated?
In the case of Palladium, it would probably refer to their lack of information on most weaponry and technology that's come out since the 1980s.
Skills? Well maybe there. Automatic increases could use a revamp to a more individual advancement, and better divisions in skills as laid out in the books.
More explanation of how skills should be used would be handy as well, and what each skill can be used for.
Palladium's skill system was great when it came out, but other systems since have come up with easier and more logical rules.
Layout is certainly needed. Its a mechanic of the book itself but not the system
Yup.
Class/Level: I like it.
Me too.
A lot of people don't, though, apparently.
but really, what makes people call palladium old?
The system is pretty much the same now as it was when it came out, and it's suffering from the same problems that AD&D used to before the 3.0 revamp:
The engine being used keeps having more and more stuff tacked onto it, and the game now has more weight than the engine was designed to carry.
For example, take a look at Perception.
It's not a skill.
It's not an attribute.
It's just a... thing. It doesn't fit anywhere in the system proper, it's just something that was eventually tacked on because of customer complaints that the engine didn't cover a certain area.
It'd be more streamlined and easier to understand if they made it a skill or an attribute, OR they came up with a third major category that included Perception and similar... things (if there are any).
More and more things get tacked onto the existing rules that simply weren't taken into consideration when the original rules were written.
If perception had been there all along, it would have had its niche, as would many other parts of the game.
your thoughts
You're asking the wrong questions.
You're looking at the complaints and wondering why people get SO furious about them, but that assumes that their complaints are actually addressing the underlying reasons for their rage.
One of the first big reasons for rage that I've seen is that Palladium is specifically NOT a big, polished RPG company. Kev is often informal in his writing, addressing the readers directly as if he were in a conversation with them.
He makes aside comments explaining his reasoning, or tells a funny story to make a point, or otherwise engages in making his writing more personal than most other well-known gaming companies.
This, along with a number of other quirks and traits of both Kevin and Palladium, as well as certain other factors, makes Palladium seem more like a family than like a big business.
Which is nice.
But it also causes backlash. There's a reason why it's so often said that one should never engage in business with a family member or friend- money gets in the way.
Palladium IS a business, but because of the "we're all one big family" image that's projected, people sometimes forget that, and they take things personally.
Because if a family member doesn't return your phone calls, it can hurt your feelings.
If a family member doesn't respond to your mail, it can hurt your feelings.
If a family member promises to give or sell you something, and it doesn't work out, it can hurt your feelings.
Family is great, but family can also get under your skin and make you madder than any outsider ever could.
Family is personal.
Just like Hate is personal.
Many people hate Palladium because they feel, on some level, that they've been let down, insulted, and/or betrayed by a family member when a business deal with the company doesn't work out as well as they hoped.
Second, Palladium's greatest strength is their greatest weakness: the rules are vague and even conflicting to the point where no two groups play exactly the same game.
The system is complex enough that initially these areas of vagueness and these contradictions and mechanical shortcomings are overlooked.
People tend to chalk any confusion on their part to a lack of familiarity- they assume that they simply haven't read enough of the rules to understand what is meant in the passage being read.
They assume that once they're more familiar with the system, they'll understand how the part they're confused about is supposed to work.
But they're often wrong, and eventually realize that the passage in question is just badly written, and that
nobody really understands what it means.
Similarly, when people encounter a vague part of the rules, what happens in their mind is that they consciously or subconsciously go through a list of possible interpretations and they go with whatever makes the most sense to them.
They read something like:
"All player characters automatically start off with two attacks/actions per 15 second melee. Additional attacks per melee are gained from the hand to hand skills and boxing."
And they interpret it to mean:
"All characters, PC or NPC start with 2 attacks per melee, not including any HTH skills. If they take a HTH skill, then the base for the HTH skill gets added to the 2 base attacks. If the character takes the Boxing skill, the extra attack from that skill is added to the base attacks."
or
"All PLAYER characters start with 2 attacks per melee, not including any HTH skills. If they take a HTH skill then the base for the HTH skill gets added to the 2 base attacks. If the character takes the boxing skill, the extra attacks from that skill is added to the base attacks. NPCs do NOT receive these intitial 2 attacks; those exist to provide an advantage for players."
or
"Characters (whether NPCs or PCs) are going to have a HTH skill at first level, and this skill will provide them with 2 attacks per melee. As they increase in level, this HTH skill will provide them with additional attacks. If they take the Boxing skill, they will gain an additional attack per melee. Characters with NO HTH skill, or who have HTH Assassin, will be addressed elsewhere."
Or any number of other possible interpretations.
Each person will read the sentence, try to make it fit with what they know of the rules and reality, and pick the option that makes the most sense to them.
The benefit of this kind of thing is that each person interprets the text in a way that makes sense to them, often automatically, so each person ends up playing a game that makes sense
to them.
The flaws with this kind of thing pop up as soon as the players start trying to discuss their favorite game with players from other groups.
That's when they start realizing that a LOT of what they think was simple and easy to understand is really a loop in a Gordian Knot that has no solution.
That's when they feel betrayed- what they thought was one thing was really something else.
What they thought was a good thing is something bad.
That's when they get angry, and/or feel foolish.
That's when they start to
hate.
I'm not saying that they're justified- I think it's a major overreaction.
But I can see the basic reason in there, and I've felt at least some of the same pain.
When you buy an instruction book, practically memorize the thing, then years later discover that a lot of it doesn't mean what you think it means, and a lot more may or may not mean what it seems, that can make people angry, and not entirely without any legitimacy.
Palladium's books are a mess in a lot of ways. Their system is a mess in a lot of ways.
And the particular kind of mess they are is such that customers don't even notice until they've spent a lot of time (and usually money) before they catch on. But once they notice, they can't un-notice.
On the other hand, one thing that helps me keep perspective is simply that regardless of the mess, the Palladium system works. It can be played, and it IS played, and enjoyed, by a lot of people.
And unlike the much tighter, cleaner, more logical, and generally superior-across-the-board RPG system that I've been working on since high school, the Palladium system
is finished and published.
Whatever flaws I find in the system, I keep in mind that it's armchair quarterbacking, and that I personally can't throw too many stones because I never even finished my own system, much less got a single book published, much less created a mini-empire based on my work.
Also, despite the flaws, Palladium's system is generally a
blast to play.
It could be better. It could be clearer.
It SHOULD be better. It SHOULD be clearer.
But the simple fact is, it's not.
Still pretty darned fun to play, though.