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It's Not D&D - My Experiences
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<blockquote data-quote="Retreater" data-source="post: 8948698" data-attributes="member: 42040"><p>I've mostly stayed with D&D (and adjacent) games. Mostly because they're the most prevalent with the most content and the most familiar.</p><p></p><p>So I suppose I like these traits:</p><ul> <li data-xf-list-type="ul">Being able to find players. A ready audience.</li> <li data-xf-list-type="ul">Having a lot of pre-published content. Modules, campaign settings, DM advice, tool boxes.</li> <li data-xf-list-type="ul">Not having a built-in, default world. (So I'm not big on multimedia tie-in settings to be able to last.)</li> <li data-xf-list-type="ul">A bit of crunch - but not so much that it hampers the game's pace, but I do like defined tools. (One thing is that I hate to say "no" to people - so I want the rules to do that for me.) </li> </ul><p></p><p>I can do "lesser hero to bigger hero" progression. I also enjoy the skill-based progression in Call of Cthulhu (go up a few percentage points on a pretty regular basis) - given that it's a minor increase.</p><p></p><p>But if you look at games such as WFRP - you don't really get more powerful. In fact, you likely become <strong>worse </strong>due to your compounding lingering injuries and death spiral. But storytelling doesn't work that way. You don't expect a climax to be less impressive than how you started the story - in basically any medium. And WFRP is designed where you face increasing challenges, but you're actually worse off than you began in most cases.</p><p></p><p>And if you do improve, how much? Where are the tools for me to present reasonable challenges to the players? And if it's not level-based and it's all based on step increases to skill percentages, how do you measure that? How do you measure the capabilities of a party of Rat Catchers versus a party of Dwarven Slayers? What is the motivation for the players to stick with a system with such ill-defined rewards (no visible level advancement, no magic items or meaningful treasure)? If it's just the story, why are we playing a game and not sitting around a fire pit with our beverages of choice and telling tall tales?</p><p></p><p>It's hard to know. I've not really played anything else with those traits other than the D&D Adjacent titles.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8948698, member: 42040"] I've mostly stayed with D&D (and adjacent) games. Mostly because they're the most prevalent with the most content and the most familiar. So I suppose I like these traits: [LIST] [*]Being able to find players. A ready audience. [*]Having a lot of pre-published content. Modules, campaign settings, DM advice, tool boxes. [*]Not having a built-in, default world. (So I'm not big on multimedia tie-in settings to be able to last.) [*]A bit of crunch - but not so much that it hampers the game's pace, but I do like defined tools. (One thing is that I hate to say "no" to people - so I want the rules to do that for me.) [/LIST] I can do "lesser hero to bigger hero" progression. I also enjoy the skill-based progression in Call of Cthulhu (go up a few percentage points on a pretty regular basis) - given that it's a minor increase. But if you look at games such as WFRP - you don't really get more powerful. In fact, you likely become [B]worse [/B]due to your compounding lingering injuries and death spiral. But storytelling doesn't work that way. You don't expect a climax to be less impressive than how you started the story - in basically any medium. And WFRP is designed where you face increasing challenges, but you're actually worse off than you began in most cases. And if you do improve, how much? Where are the tools for me to present reasonable challenges to the players? And if it's not level-based and it's all based on step increases to skill percentages, how do you measure that? How do you measure the capabilities of a party of Rat Catchers versus a party of Dwarven Slayers? What is the motivation for the players to stick with a system with such ill-defined rewards (no visible level advancement, no magic items or meaningful treasure)? If it's just the story, why are we playing a game and not sitting around a fire pit with our beverages of choice and telling tall tales? It's hard to know. I've not really played anything else with those traits other than the D&D Adjacent titles. [/QUOTE]
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