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5E burnout - looking for a summer RPG
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<blockquote data-quote="Yora" data-source="post: 8668140" data-attributes="member: 6670763"><p>Blades in the Dark or variant hacks of it like Scum and Villainy should actually be decent picks. It takes a moment or two to really understand the basic gameplay system because its so different from many traditional games. But once it clicks, it's actually a really simple system with a very low workload for the GM in regards to preparation and things to track during play. All the different rulebooks I've read seem to have trouble with finding a good place to begin explaining the sytem, which makes them somewhat obstuse on first reading.</p><p></p><p>The basic idea is that players and GM are taking turns back and forth with the players stating an action they want to do and the GM replying what happens as a consequence. The action roll determines if the players get the result they wanted or not, and if there is any negative consequence to the action. Position and Effect for the action roll give the GM guidelines about the scale of the character's success and the severity of the consequences, but it is really up to the GM to make a choice of what exactly the consequence will be. The rules offer various suggestions, but it's the GM's choice and not determined by the rules.</p><p>Since NPCs don't have stats and there are no modifiers resulting from the geometry of the environment, it's a system where you can actually play without any preparation other than the GM having a good idea for the style, tone, and themes of the setting. Player's don't overcome pre-defined obstacles that the GM set up during preparation to reach the finish like like in most RPGs. It's really about an unfolding story that could go anywhere, but the mechanics of the action roll take over some control by determining when the actions chosen by the players for their characters succed and when they will encounter setbacks.</p></blockquote><p></p>
[QUOTE="Yora, post: 8668140, member: 6670763"] Blades in the Dark or variant hacks of it like Scum and Villainy should actually be decent picks. It takes a moment or two to really understand the basic gameplay system because its so different from many traditional games. But once it clicks, it's actually a really simple system with a very low workload for the GM in regards to preparation and things to track during play. All the different rulebooks I've read seem to have trouble with finding a good place to begin explaining the sytem, which makes them somewhat obstuse on first reading. The basic idea is that players and GM are taking turns back and forth with the players stating an action they want to do and the GM replying what happens as a consequence. The action roll determines if the players get the result they wanted or not, and if there is any negative consequence to the action. Position and Effect for the action roll give the GM guidelines about the scale of the character's success and the severity of the consequences, but it is really up to the GM to make a choice of what exactly the consequence will be. The rules offer various suggestions, but it's the GM's choice and not determined by the rules. Since NPCs don't have stats and there are no modifiers resulting from the geometry of the environment, it's a system where you can actually play without any preparation other than the GM having a good idea for the style, tone, and themes of the setting. Player's don't overcome pre-defined obstacles that the GM set up during preparation to reach the finish like like in most RPGs. It's really about an unfolding story that could go anywhere, but the mechanics of the action roll take over some control by determining when the actions chosen by the players for their characters succed and when they will encounter setbacks. [/QUOTE]
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