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A Look Inside Dune 2d20
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<blockquote data-quote="eyeheartawk" data-source="post: 8249210" data-attributes="member: 6727715"><p>What, making the most fundamental of mechanical game design decisions on factors that have absolutely nothing to do with the game you're trying to make? </p><p></p><p>Why, nothing at all. </p><p></p><p>I just don't see the need. There's no reason to beg the question like this anyway. Almost nobody buys games for the mechanics anyway, conventional wisdom tells us that this is one of the least important factors when deciding to buy a game. Like, who plays Starfinder because they wanted to play a game with mechanics that are half Pathfinder 1 and half Pathfinder 2 and not because of goblins in space and whatever those little mascot space critters that Paizo puts on everything are. </p><p></p><p>I'm not particularly interested in point by point critiquing the mechanics, but with the dice pools with positive and negative values within them and being driven by drives it sure sounds like Cortex Prime but with more steps. Like, wouldn't all this work better and more smoothly in a ground up narrative design than kind of kludging it into 2D20? </p><p></p><p>I don't particularly care for narrative games, but if that's what the goal is you should make the best possible version of that without "brand identity" considerations that have little to no impact on the success of the game itself comprising the vision. I mean, is there a person alive who would be excited to play a Dune RPG but then not play it because it's <em>not</em> 2D20?</p></blockquote><p></p>
[QUOTE="eyeheartawk, post: 8249210, member: 6727715"] What, making the most fundamental of mechanical game design decisions on factors that have absolutely nothing to do with the game you're trying to make? Why, nothing at all. I just don't see the need. There's no reason to beg the question like this anyway. Almost nobody buys games for the mechanics anyway, conventional wisdom tells us that this is one of the least important factors when deciding to buy a game. Like, who plays Starfinder because they wanted to play a game with mechanics that are half Pathfinder 1 and half Pathfinder 2 and not because of goblins in space and whatever those little mascot space critters that Paizo puts on everything are. I'm not particularly interested in point by point critiquing the mechanics, but with the dice pools with positive and negative values within them and being driven by drives it sure sounds like Cortex Prime but with more steps. Like, wouldn't all this work better and more smoothly in a ground up narrative design than kind of kludging it into 2D20? I don't particularly care for narrative games, but if that's what the goal is you should make the best possible version of that without "brand identity" considerations that have little to no impact on the success of the game itself comprising the vision. I mean, is there a person alive who would be excited to play a Dune RPG but then not play it because it's [I]not[/I] 2D20? [/QUOTE]
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