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General Tabletop Discussion
*TTRPGs General
Iain, Ian, and You
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<blockquote data-quote="I'm A Banana" data-source="post: 6049836" data-attributes="member: 2067"><p>Marvel is interesting. I've got some experience with it, and I think you're right in that it tries for a sweet spot between "rules for every little thing" a la <em>Mutants and Masterminds</em> and "whatever you want" from some of the more open-ended superhero RPG systems. IMXP, it hits that spot for me pretty OK, involving lots of die rolling and detail, but using your super-traits as a launching point rather than as a defined element. </p><p></p><p>I've got a handful of other minor issues with it (mostly in the pacing department), but it does hit that zone pretty nicely!</p><p></p><p>A game that goes a bit too far in the open-ended direction for me personally might be <em><a href="http://www.rpg.net/reviews/archive/13/13780.phtml" target="_blank">Sufficiently Advanced</a></em>, (a post-singularity sci-fi RPG), which relies on very open-ended character traits and dice that don't represent specific traits as much as they represent general-purpose technology. Very open-ended, very right-brained, but not detailed enough for me personally.</p><p></p><p></p><p></p><p>I plan on getting into this a bit more in the future, but it's sort of like how improv performers have "stock scenes:" knowing they have something they can fall back on that is automatic lets them be a little more chaotic with their scene in-the-moment. </p><p></p><p>Of course, the flip side is that you get people who feel like they're trapped by those mechanics, if they're looking for something more open-ended.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6049836, member: 2067"] Marvel is interesting. I've got some experience with it, and I think you're right in that it tries for a sweet spot between "rules for every little thing" a la [I]Mutants and Masterminds[/I] and "whatever you want" from some of the more open-ended superhero RPG systems. IMXP, it hits that spot for me pretty OK, involving lots of die rolling and detail, but using your super-traits as a launching point rather than as a defined element. I've got a handful of other minor issues with it (mostly in the pacing department), but it does hit that zone pretty nicely! A game that goes a bit too far in the open-ended direction for me personally might be [I][URL="http://www.rpg.net/reviews/archive/13/13780.phtml"]Sufficiently Advanced[/URL][/I], (a post-singularity sci-fi RPG), which relies on very open-ended character traits and dice that don't represent specific traits as much as they represent general-purpose technology. Very open-ended, very right-brained, but not detailed enough for me personally. I plan on getting into this a bit more in the future, but it's sort of like how improv performers have "stock scenes:" knowing they have something they can fall back on that is automatic lets them be a little more chaotic with their scene in-the-moment. Of course, the flip side is that you get people who feel like they're trapped by those mechanics, if they're looking for something more open-ended. [/QUOTE]
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