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<blockquote data-quote="Ghal Maraz" data-source="post: 8843794" data-attributes="member: 6693845"><p>I appreciate the thread-branching.</p><p>Myself, I usually prefer rules systems that model the narrative and the fiction, but it doesn't have to be a laser-focus on some specific aspect. I mean, I can certainly do some FitD, but I also appreciate a broader focus: The One Rings is actually a fitting example, as its focus isn't journey, but Tolkien-feeling. The feeling of playing Tolkien comes from some particular aspects of the rules, like the Journey mechanics.</p><p>If I look at a game like Smallville, I can see many different layers working there, like the "troupe-character-creation", that blend together in the (TV serialised) drama making the engine works.</p><p>But I don't dislike having some trope mechanic making its way in more generalised systems, being them really universal ones like Savage Worlds, or more focused ones, like D&D (which is also a self-fulfilling prophecy, as D&D created its own genre, in time). What I don't appreciate is having to prep more to convey particular tropes in games that aren't focused on those and require some solid modifications to work.</p><p>And, yes, those modifications can sometimes be just pure roleplaying, but it's still some solid work. (I should note that heist is one of those tropes that, IMHO, require ad-hoc mechanics to work smoothly.)</p></blockquote><p></p>
[QUOTE="Ghal Maraz, post: 8843794, member: 6693845"] I appreciate the thread-branching. Myself, I usually prefer rules systems that model the narrative and the fiction, but it doesn't have to be a laser-focus on some specific aspect. I mean, I can certainly do some FitD, but I also appreciate a broader focus: The One Rings is actually a fitting example, as its focus isn't journey, but Tolkien-feeling. The feeling of playing Tolkien comes from some particular aspects of the rules, like the Journey mechanics. If I look at a game like Smallville, I can see many different layers working there, like the "troupe-character-creation", that blend together in the (TV serialised) drama making the engine works. But I don't dislike having some trope mechanic making its way in more generalised systems, being them really universal ones like Savage Worlds, or more focused ones, like D&D (which is also a self-fulfilling prophecy, as D&D created its own genre, in time). What I don't appreciate is having to prep more to convey particular tropes in games that aren't focused on those and require some solid modifications to work. And, yes, those modifications can sometimes be just pure roleplaying, but it's still some solid work. (I should note that heist is one of those tropes that, IMHO, require ad-hoc mechanics to work smoothly.) [/QUOTE]
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