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Who plays multiple Sword and Sorcery RPGs?
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<blockquote data-quote="steenan" data-source="post: 6932651" data-attributes="member: 23240"><p>While I played a lot of fantasy games, I wouldn't want to return to most of them (at least for the games themselves - only a few were bad enough that I wouldn't play them even if it was the only opportunity to play with a fun group).</p><p></p><p>Anyway, there are some fantasy games that I played recently and will most probably play in the future - Exalted, Dungeon World, Strike! and Mouse Guard (although the last one isn't "sword and sorcery" - there is no magic).</p><p></p><p>The play style is very different in each of these and that's the main reason for playing all of them instead of focusing on one. If two games offer the same play style, one is typically better than the other; when they are different, one can't easily replace the other. The games being significantly different also prevent confusion between their rules.</p><p></p><p>I definitely need variety in my roleplaying. I'm typically playing or running a campaign and mixing it with one-shots using other games (not only of fantasy genre). I feel burned out if I focus on one game only for a long time.</p><p></p><p>Exalted is high powered and over-the-top. It works well for large scale, epic stories and for intense interpersonal arcs. Because of that, it requires some planning in world building and NPC creation, but also leaves a lot of freedom in players' hands - trying to railroad exalts would get absurd fast.</p><p></p><p>Mouse Guard sits on the other end of the spectrum. It's very small-scale, it focuses on basic survival, small communities and heroism despite being small and weak. It's also significantly more GM-driven.</p><p></p><p>Dungeon World is a fast game with minimal adventure prep and very simple character creation (both can be done in about 15 minutes). The rules are simple and straightforward, but they really guide both players and GM. The game focuses on typical D&D themes (wilderness exploration, dungeon crawling) and is strongly player-driven; the random factors also play bigger role in shaping the story than in the previous two games.</p><p></p><p>Strike! offers the most fun tactical combat among the four and that is why I perceive it as most combat-focused (it's less combat focused than D&D, for example, but the combat is too fun to avoid it). It is also, at lest the way we play it, at least somewhat humorous. The game engine gives very nice support for playing specific story archetypes (inexperienced protagonist, wise mentor, charitable healer etc.) and decouples them from areas of competence (classes/backgrounds) which allows for some fun combinations.</p></blockquote><p></p>
[QUOTE="steenan, post: 6932651, member: 23240"] While I played a lot of fantasy games, I wouldn't want to return to most of them (at least for the games themselves - only a few were bad enough that I wouldn't play them even if it was the only opportunity to play with a fun group). Anyway, there are some fantasy games that I played recently and will most probably play in the future - Exalted, Dungeon World, Strike! and Mouse Guard (although the last one isn't "sword and sorcery" - there is no magic). The play style is very different in each of these and that's the main reason for playing all of them instead of focusing on one. If two games offer the same play style, one is typically better than the other; when they are different, one can't easily replace the other. The games being significantly different also prevent confusion between their rules. I definitely need variety in my roleplaying. I'm typically playing or running a campaign and mixing it with one-shots using other games (not only of fantasy genre). I feel burned out if I focus on one game only for a long time. Exalted is high powered and over-the-top. It works well for large scale, epic stories and for intense interpersonal arcs. Because of that, it requires some planning in world building and NPC creation, but also leaves a lot of freedom in players' hands - trying to railroad exalts would get absurd fast. Mouse Guard sits on the other end of the spectrum. It's very small-scale, it focuses on basic survival, small communities and heroism despite being small and weak. It's also significantly more GM-driven. Dungeon World is a fast game with minimal adventure prep and very simple character creation (both can be done in about 15 minutes). The rules are simple and straightforward, but they really guide both players and GM. The game focuses on typical D&D themes (wilderness exploration, dungeon crawling) and is strongly player-driven; the random factors also play bigger role in shaping the story than in the previous two games. Strike! offers the most fun tactical combat among the four and that is why I perceive it as most combat-focused (it's less combat focused than D&D, for example, but the combat is too fun to avoid it). It is also, at lest the way we play it, at least somewhat humorous. The game engine gives very nice support for playing specific story archetypes (inexperienced protagonist, wise mentor, charitable healer etc.) and decouples them from areas of competence (classes/backgrounds) which allows for some fun combinations. [/QUOTE]
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