Some words about Synnibarr. |
I created Synnibarr in the late 1970's, while working in a band. We practiced for hours and took breaks and as I had recently been exposed to D&D, I put forth the notion that we play a game. |
As Fate would have it, I eventually became employed at Boeing in engineering, and had the funds, time and resources to further develop the game and produce the first truly low end professional copies. |
The matrices developed are in line with the real life physics I learned from engineering, and in some ways became too complex for the average gamer. I still find myself fighting to distill complex variables and algorithms to suit the minds of the average 8th grade student. And the simplest aspect of gaming demands an algorithm, even one as simple as damage done with a +2 sword. |
In many instances, I have been citied for my use of large numbers to denote effects such as damage. And some have even pointed out that I should not concern myself with real life physics, as it is just a game. In my mind that is close to a statement like I have written a song with "Too many notes." |
My clear reply to all who have taken this position is simple. How do you create a damage scale that encompasses the infinite? From the slightest scratch of a poisoned blade, to our favorite starship unloading on a planet; if the game encompasses this, how would you rate the damage scale, especially when I want a mage to be able to deflect the starships attack with a shield spell? |
With that said, I must point out that truly stretching the imagination is disruptive to some individuals with preconceived notions of their respective game limitations. I set out to make a system that is flexible enough to ride upwards with the players for as long as they can manage to remain together and all of that within 477 pages; it was not easy, and took me over a decade. |
As in all creative process, there is interference by forces that are out of the original creator's control. This project was no different. In my case, an editor came along with financial assistance that was necessary for the project to be produced; this editor, while good intentioned, took a heavy handed approach to my rules, without truly understanding them. What does one do? |
My true editor Bryce Thelin, and our partner in crime Dave McDougal, fully understood the rules, and were likewise compromised by our need for venture capital. We did the best we were able to, under the restrictions placed upon us, and still we managed to produce a HUGE product. |
I picture Synnibarr as a Model T with a Stardrive, created way before its time. I made it purely to entertain and be flexible and as open ended as possible. The fact that it, and myself, are still reviled amazes me; however, when I take into consideration that players consider that, "the referee must follow the rules," is a bad guideline, speaks volumes about the dispositions of those critics. |
To those who have played the game: I hope you have managed to create just what you are looking for. To the Fates; Fate makes the rules; follow the rules. |
"To the stifled Adventurers with all of us, for we have the hearts and imaginations, but not the powers or the frontiers." |
Raven c.s. McCracken |
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