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DCC Level 0 Character Funnel is a Bad Concept
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<blockquote data-quote="CapnZapp" data-source="post: 9271753" data-attributes="member: 12731"><p>I've played a lot of BRP (the Swedish rpg scene basically started from BRP) and it definitely is a functional game foundation.</p><p></p><p>Except there is no structure to guide (and restrict) your experience. Part of the allure of D&D is that the limitations on how you progress makes for interesting choices.</p><p></p><p>Skill-based games (that is, rpgs where your character identity is defined by what collection of skills you're good at more than your class or archetype identity) usually just say "here are the skills, how you combine them as you gain more experience is entirely up to you and maybe your GM". Basically, nothing prevents you from just picking the skills you perceive you have the most use for, except your own sense of what feels right for your character.</p><p></p><p>There's nothing equivalent to the concepts of, say, "you need to be 9th level to learn this" or "if you learn this you can't also learn that". Concepts that are restrictions. Restrictions that provide welcome texture to your character progression. D&D provides lots of such texture. And many "light-weight" clones are not interesting to me precisely because they shed this texture.</p><p></p><p>For example, WFRP added a convoluted net of which "career" leads to what other careers. This didn't just add an element of "building skill", it also enforced semi-realistic restrictions on what social progression you could expect living in a faux-historical Renaissance-ish European country. But it definitely made the aspect of charbuild more fun and engaging.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9271753, member: 12731"] I've played a lot of BRP (the Swedish rpg scene basically started from BRP) and it definitely is a functional game foundation. Except there is no structure to guide (and restrict) your experience. Part of the allure of D&D is that the limitations on how you progress makes for interesting choices. Skill-based games (that is, rpgs where your character identity is defined by what collection of skills you're good at more than your class or archetype identity) usually just say "here are the skills, how you combine them as you gain more experience is entirely up to you and maybe your GM". Basically, nothing prevents you from just picking the skills you perceive you have the most use for, except your own sense of what feels right for your character. There's nothing equivalent to the concepts of, say, "you need to be 9th level to learn this" or "if you learn this you can't also learn that". Concepts that are restrictions. Restrictions that provide welcome texture to your character progression. D&D provides lots of such texture. And many "light-weight" clones are not interesting to me precisely because they shed this texture. For example, WFRP added a convoluted net of which "career" leads to what other careers. This didn't just add an element of "building skill", it also enforced semi-realistic restrictions on what social progression you could expect living in a faux-historical Renaissance-ish European country. But it definitely made the aspect of charbuild more fun and engaging. [/QUOTE]
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DCC Level 0 Character Funnel is a Bad Concept
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