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[What's O.L.D Is N.E.W] Iain M Banks-inspired sci-fi campaign!
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<blockquote data-quote="Unsung" data-source="post: 6592683" data-attributes="member: 6781406"><p>That can certainly be arranged. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Anything I'm likely to run myself would probably lean toward rules-lite, narrativist sort of stuff. Apocalypse World is a little mindbending at first, but it's not a matter of reading through a huge tome. Once you're past the jargon and notational quirks, it's very simple but quite effective, and all you really need to know can be summed up by your playbook, which is one part character sheet, one part cut-down class description and/or spell list.</p><p></p><p>Numenera and the Strange are honestly a little similar, though not quite as pared-down.</p><p></p><p>While I do like FATE a lot (Diaspora!), I think it loses something without the interactive aspect of bidding Fate points live across the table. So popular as it is, I probably wouldn't want to run it. Though I'd still be happy to play it.</p><p></p><p>I've never had the chance to play Call of Cthulhu (heard some great things, though), but lately I've been thinking about teaching myself Trail of Cthulhu (in the introduction to which Trail's designer Kenneth Hite refers to Chaosium's Call of Cthulhu as the greatest RPG system of all time). I wasn't even thinking about the Gumshoe system for this until now, but maybe I should have been. I know there's a sci-fi setting for that (Ashen Stars), but from what I've read of it, it doesn't seem quite the right fit for the Culture, though. Much more of a 'used future' milieu. I'll add to the list.</p></blockquote><p></p>
[QUOTE="Unsung, post: 6592683, member: 6781406"] That can certainly be arranged. :D Anything I'm likely to run myself would probably lean toward rules-lite, narrativist sort of stuff. Apocalypse World is a little mindbending at first, but it's not a matter of reading through a huge tome. Once you're past the jargon and notational quirks, it's very simple but quite effective, and all you really need to know can be summed up by your playbook, which is one part character sheet, one part cut-down class description and/or spell list. Numenera and the Strange are honestly a little similar, though not quite as pared-down. While I do like FATE a lot (Diaspora!), I think it loses something without the interactive aspect of bidding Fate points live across the table. So popular as it is, I probably wouldn't want to run it. Though I'd still be happy to play it. I've never had the chance to play Call of Cthulhu (heard some great things, though), but lately I've been thinking about teaching myself Trail of Cthulhu (in the introduction to which Trail's designer Kenneth Hite refers to Chaosium's Call of Cthulhu as the greatest RPG system of all time). I wasn't even thinking about the Gumshoe system for this until now, but maybe I should have been. I know there's a sci-fi setting for that (Ashen Stars), but from what I've read of it, it doesn't seem quite the right fit for the Culture, though. Much more of a 'used future' milieu. I'll add to the list. [/QUOTE]
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