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BitD Fantasy or best FitD game to play fantasy? Tell me about it!
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<blockquote data-quote="Breaking Star Games" data-source="post: 9213289" data-attributes="member: 7042067"><p>Not Forged in the Dark, but Root: The RPG is has much of Blades in the Dark DNA like playing highly competent Rogues with Load, Flashbacks, Stress and a Skill List. But it has traditional PbtA Basic Moves and GM Moves and not as fixed of a play structure. In Root, Downtime isn't a separate phase with unique mechanics, it plays out more like Apocalypse World. I actually prefer BitD's phases to really help GMs with how much to zoom in and out.</p><p></p><p>The other core difference is that its set in a low fantasy world. Its base setting is woodland with a lot of support for the powerful factions from the boardgame. I would say its a lot like old school D&D except no magic users and the PCs start as BitD-level of competent action heroes. </p><p></p><p>Root Playbooks are like suites of abilities more like BitD than Masks, which are more narratively focused than BitD. The game has Drives and Natures - not unlike Burning Wheel's Beliefs and Instincts but made simpler. But the biggest aspect I love about this is that is not up to the players to invent their own trouble from their vice or trauma like BitD. To me, that XP trigger really pulls me out of my character, the Actor Stance. John Harper even described play as acting like a GM for your individual character.</p><p></p><p>Overall, I found it to be highly flexible - more so than a normal game of D&D 5e because no class is especially more competent. It hits on how I like fantasy run - don't try to balance Mages and Martials - just play the Martials in one game and Mages in the other. Or else magic is awkwardly limited or overshadows the Martials. And again, I want to stay in that Actor Stance, so its my preferred game to play. As for GMing, I find Basic Moves and GM Moves provide tons of GM support lacking in BitD, so its easily what I prefer to run.</p><p></p><p>Root has several weaknesses though. Its very wordy, several of its Natures and Drives are pretty uninteresting. Its layout with key information like how armor and recovery work don't make it clear - there are internet threads with these explained better. Its equipment section is pretty confusing and looks like an excuse to sell their deck of equipment cards.</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9213289, member: 7042067"] Not Forged in the Dark, but Root: The RPG is has much of Blades in the Dark DNA like playing highly competent Rogues with Load, Flashbacks, Stress and a Skill List. But it has traditional PbtA Basic Moves and GM Moves and not as fixed of a play structure. In Root, Downtime isn't a separate phase with unique mechanics, it plays out more like Apocalypse World. I actually prefer BitD's phases to really help GMs with how much to zoom in and out. The other core difference is that its set in a low fantasy world. Its base setting is woodland with a lot of support for the powerful factions from the boardgame. I would say its a lot like old school D&D except no magic users and the PCs start as BitD-level of competent action heroes. Root Playbooks are like suites of abilities more like BitD than Masks, which are more narratively focused than BitD. The game has Drives and Natures - not unlike Burning Wheel's Beliefs and Instincts but made simpler. But the biggest aspect I love about this is that is not up to the players to invent their own trouble from their vice or trauma like BitD. To me, that XP trigger really pulls me out of my character, the Actor Stance. John Harper even described play as acting like a GM for your individual character. Overall, I found it to be highly flexible - more so than a normal game of D&D 5e because no class is especially more competent. It hits on how I like fantasy run - don't try to balance Mages and Martials - just play the Martials in one game and Mages in the other. Or else magic is awkwardly limited or overshadows the Martials. And again, I want to stay in that Actor Stance, so its my preferred game to play. As for GMing, I find Basic Moves and GM Moves provide tons of GM support lacking in BitD, so its easily what I prefer to run. Root has several weaknesses though. Its very wordy, several of its Natures and Drives are pretty uninteresting. Its layout with key information like how armor and recovery work don't make it clear - there are internet threads with these explained better. Its equipment section is pretty confusing and looks like an excuse to sell their deck of equipment cards. [/QUOTE]
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