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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8763869" data-attributes="member: 6680772"><p>Since the designers originally started with D&D, I don't think it was so much the effect of different games and their resolution systems, but that when they went with their 2d6 system, they had to decide what to do with ties, and since resisting magic fell under the saving throw system in D&D, they went with that as the base. The swerve, as it were, was that they then applied that to the to-hit roll, as well. </p><p></p><p></p><p>Exactly.</p><p></p><p></p><p>I don't have much direct experience with Japanese TRPGs (the only Japanese group I've played with played 4e), but from what I can gather, state-of-the-art in Japan these days would be:</p><p></p><p>Scene-based session structure</p><p>The use of dice rolls or cards to provide each character with internal complications</p><p>Quick/light character generation</p><p></p><p>Basically, the J-TRPG community revolves around two moons: Call of Cthulhu and one-shot sessions. Because it is difficult for Japanese groups to get together on a regular weekly basis, they tend to get together maybe once or twice a month for long (4-5 hour) one-shot sessions. So scene-based play is preferred, as you can go opening -> middle -> climax -> coda, all in one session. And because in Japan TRPG = Call of Cthulhu, they like character-effecting external mechanics like SAN. Players might be creating characters at the start of the session, and it's not expected that characters will carry over to another session, and that's reflected in the character generation mechanics.</p><p></p><p>Incidentally, currently the top TRPG sellers on Amazon Japan are the <a href="https://entropicdreams.com/2019/08/17/novinovi-trpg-the-horror/" target="_blank">Novi Novi TRPG</a> games (note that the first released version was Novi Novi TRPG: The Horror, rather than the fantasy version). I think this provides a pretty good idea of state-of-the-art in Japan.</p><p></p><p>All the above, btw, have certainly had an effect on Sword World, as well, as we'll see in the Game Master section.</p><p></p><p>Thanks for the write-up on your rules. Skills really are the white whale of RPG design, aren't they?</p></blockquote><p></p>
[QUOTE="Iosue, post: 8763869, member: 6680772"] Since the designers originally started with D&D, I don't think it was so much the effect of different games and their resolution systems, but that when they went with their 2d6 system, they had to decide what to do with ties, and since resisting magic fell under the saving throw system in D&D, they went with that as the base. The swerve, as it were, was that they then applied that to the to-hit roll, as well. Exactly. I don't have much direct experience with Japanese TRPGs (the only Japanese group I've played with played 4e), but from what I can gather, state-of-the-art in Japan these days would be: Scene-based session structure The use of dice rolls or cards to provide each character with internal complications Quick/light character generation Basically, the J-TRPG community revolves around two moons: Call of Cthulhu and one-shot sessions. Because it is difficult for Japanese groups to get together on a regular weekly basis, they tend to get together maybe once or twice a month for long (4-5 hour) one-shot sessions. So scene-based play is preferred, as you can go opening -> middle -> climax -> coda, all in one session. And because in Japan TRPG = Call of Cthulhu, they like character-effecting external mechanics like SAN. Players might be creating characters at the start of the session, and it's not expected that characters will carry over to another session, and that's reflected in the character generation mechanics. Incidentally, currently the top TRPG sellers on Amazon Japan are the [URL='https://entropicdreams.com/2019/08/17/novinovi-trpg-the-horror/']Novi Novi TRPG[/URL] games (note that the first released version was Novi Novi TRPG: The Horror, rather than the fantasy version). I think this provides a pretty good idea of state-of-the-art in Japan. All the above, btw, have certainly had an effect on Sword World, as well, as we'll see in the Game Master section. Thanks for the write-up on your rules. Skills really are the white whale of RPG design, aren't they? [/QUOTE]
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