Tom Cashel said:
Storyteller system books all begin by telling you the Theme and the Mood. There aren't "scenarios" or "adventures"--rather there are Stories made up of Scenes, and they are expected to have a strong Beginning, a Middle, and an End (in literary terms).
Each Storyteller book is a complete game in and of itself. In a way, it is both ruleset and campaign setting. To compare that with
Dungeons & Dragons which is simply a ruleset, then any one Storyteller book have the advantage, because of its specific parameters. It is also relatable because it is adapted from our real-world history (call it an "Alternate Earth" campaign setting).
For us, WE want to create our own fantasy setting with our own specific parameters, so we see
D&D as tools. Granted, Wizards have created a few published campaign setting -- one of which is immersed in the
D&D product line -- but there are those who prefer our own homebrewed version. It is the GM to set up the Theme and Mood of his or her game. It is also he that must decide how a story-based adventure may or may not have an impact with the rest of the fantasy world.
Tom Cashel said:
You can talk the talk about d20 being story-friendly, and how it supports stories, and I agree completely. But I counter that the Storyteller rules emphasize story by making it the single most important element of any game session, and having a ruleset that uses Literary Terms to describe its component parts.
True, but what if I want to create a different type of setting? Instead of Vampire vs. Werewolf, they are in an alliance? What if I don't want the World of Darkness to end, or rather not follow the parameters for the World of Darkness setting? What if prefer just two Vampire clans, of which they can mix-n-match special abilities (Tremere's Blood Magic + Brujah's Celerity + Nosferatur's Obfuscate)?
Tom Cashel said:
Sorry for not being clear before, but that's what I mean. d20 rules have six kinds of dice and unique mechanics for umpteen-hundred spells, feats, prestige classes, etc. etc. Storyteller rules use one kind of dice, one kind of roll, and although there are umpteen-hundred gifts, clans, tribes, powers, etc. (and I'd never accuse Mage of having a "simple" ruleset), the books most definitely favor background over mechanics.
From what I have seen, backgrounds in
Storyteller are simply special abilities that are inherent or taught at an early stage. You can do that in
d20. I have seen
Forgotten Realms and
Rokugan that uses background/ancestor feats, or use monster classes and decide which skills and feats a monster should have before he begins his 1st character level in a class.
To me, each
Storyteller book focuses on one race/species: Vampire, Werewolf, Wraith, etc. And from each species they have sub-species or clan with their own cultures.
d20 have that in the form of the multitude of race splatbooks, where you can emphasize the worldly background of a high elf to the ascetics of the grey elf, or the savagery of the wild elf.
Granted, each
Storyteller books is defined because it has specific parameters, but
d20 offers options.