| 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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