You misread me, then.I was disagreeing with the "And as far as exploring the gameworld, you can't do that in as much detail as you like, at least in a GM-decides game".
I've enjoyed it both for Marvel Superheroes (it's the only supers RPG I've ever played) and for fantasy - not hexcrawl, but rather pretty light-hearted "story now".Marvel Heroic Fantasy, man, I have to tell you, liked it on paper, not so much at the table for a classic fantasy style rpg, but I found it excellent for a hex crawl, a kind of game that never inspired me before. [MENTION=42582]pemerton[/MENTION]
Hmm... I will leave [MENTION=42582]pemerton[/MENTION] to decide whether that is an accurate reading of his position. However, I think that most dramatic play described in these sort of games is less about "running full blast all the time" and more about simply running at all. This isn't necessarily about going "full blast," but it nevertheless propels the story/drama/characters forward. It's hardly a coincidence that the common narrative-based game principles of Say Yes or Roll the Dice, Fail Forward, and Success with Complications all share some overlapping desire to engender story propulsion.My point is that if they're all running full blast all the time without any valleys or lulls (which is how I more or less read/interpret [MENTION=42582]pemerton[/MENTION] 's desires) then it's liable to lose its lustre after a while.
Of course. I used the high-action example as something obvious and easy to grok, that many of us will be familiar with. But all-high-drama-all-the-time can have the same numbing effect. (and maybe that's why I've never made it through watching CasablancaHmm... I will leave [MENTION=42582]pemerton[/MENTION] to decide whether that is an accurate reading of his position. However, I think that most dramatic play described in these sort of games is less about "running full blast all the time" and more about simply running at all. This isn't necessarily about going "full blast," but it nevertheless propels the story/drama/characters forward. It's hardly a coincidence that the common narrative-based game principles of Say Yes or Roll the Dice, Fail Forward, and Success with Complications all share some overlapping desire to engender story propulsion.
Unless you happen to be Michael Bay (or one of his acolytes), I would also not define explosions and high action as the sort of "dramatic content" that pemerton likely has in mind. This point should have been fairly clear given how pemerton uses Casablanca as his reference and not Rambo: First Blood Part 2. IMHO, this is fundamental misunderstanding. Dramatic play is not necessarily about propagating nonstop, high action, rock 'em sock 'em combat. Instead, I would argue that it's generally about propagating situations in play that frame dramatic stakes for the characters.
You misread me, then.
I said you can't do that in as much detail a you like - it's in as much detail as the GM likes. And then you went on, as far as I can tell, to elaborate on that point, by explaining how it is the GM who establishes what and how much detail is explored.
Eh. In the game, if a player declares they're looking for something somewhere, then it introduces the possibility it is there, which is not something that happens in real life at all. Now you either have a "say yes" moment, where the player is right (not the real world), or you use a mechanic to determine if the player is right or not or it's complicated (not the real world), or you rely on the GM to make the call as if the player is right, wrong, or complicated (again, not the real world).
[MENTION=85555]Bedrockgames[/MENTION] what FATE setting were you interested in?
Ah, for the wuxia game of yours, I guess, using Savage Worlds, right?Tianxia (which I ended up getting anyways for the setting material and other flavor).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.