Most science fiction isn't good science fiction. Most RPGs aren't good RPGs. They can still have good parts, however. Original Star Trek is a lot like original D&D: cliched, confused, at times ridiculously incoherent, and deserving of some modern-day scorn due to its role in establishing a pattern for a bunch of schlock work to emulate -- but they're both also full of interesting ideas (for their time) struggling to break out. (Of course, once those good ideas have broken out, this leaves their descendants as hollowed-out shells with very little going on. Which I'd argue we've seen with both Star Trek and D&D.)Warwolt said:But Star Trek isn't good science fiction, in any kind of way. It might be enjoyable, but its not good science fiction. Its the same with DnD. It might be enjoyable, but its not good roleplaying. Because its by far to close to the boardgames for my taste. I mean, do they even have rules for social conflict for example? Or just general indept rules outside the combat? Well even if they do, DnD is still very centered around thise whole go-around-kill-random-encounters even if a good DM can turn it around.
Still, there's nothing wrong with simply enjoying light/campy/schlocky fiction. The problems come in when you close yourself off to everything else and treat the light/campy/schlocky stuff as the pinnacle of its genre, obsessing over little details while failing to appreciate the big picture.
Rules for social conflict aren't a prerequisite for making a worthwhile game, though. Ronnie winner, RPGnet mini-darling, and all-around awesome game 3:16, for example, doesn't really have a "social combat" system beyond a simple mechanic for dishing out psychological abuse. And it works great.
-- Alex