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Adventure Time TTRPG Drops "Yes And" System, Switches To 5E
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<blockquote data-quote="Muh" data-source="post: 9202249" data-attributes="member: 7042567"><p>It doesn't feel like a D&D campaign at all.</p><p></p><p>D&D and similar games feel like completely off for this purpose because yeah sure Adventure Time is obviously inspired by D&D but nothing in the show feels like it is, mechanically, anything like D&D. The thing with D&D is that so many useful mechanics are lacking for setting the tone of the adventure, and at the same time they have extremely complex mechanics for things that are barely relevant in Adventure Time.</p><p></p><p>I assume they might produce something that works if they can get some kind of incentive mechanics to work, and if they remove the entire spell casting system (which is extremely inappropriate) but <strong>I still think that they are fighting against the system</strong>.</p><p></p><p>Coming out of my second watch of AT, I note the following things: I will use AT and D as abbreviations of Adventure Time and Dungeons and Dragons respectively.</p><p></p><p>1: D has no mechanics for doing nothing. Yes you can roleplay sitting around and doing nothing, but there are no mechanical rules for it. An obvious counter question is "why would you need rules for doing nothing?" to which the obvious reply is: Because in the show a lot of the time is spent messing around doing nothing productive whatsoever. You might argue it does not need rules, but if you have no rules then there is no incentive to do it. You want the mechanics to support the fiction.</p><p></p><p>2: D has no useful rules for anything besides dungeon crawling and fighting monsters. It basically sucks for everything else. This, I guess, can be fixed if they patch the system (which it sounds like they might actually do to some degree).</p><p></p><p>3: D as a system is very much focused on the players functioning as a cohesive group. Splitting the party is a very very bad idea. Splitting the party also happens in pretty much every episode of AT. You need mechanics to support this otherwise you have a conflict between the fiction and how the game plays in practice.</p><p></p><p>I don't think the result is going to unplayably bad, but I think the game is going to require a good group and a good GM.</p></blockquote><p></p>
[QUOTE="Muh, post: 9202249, member: 7042567"] It doesn't feel like a D&D campaign at all. D&D and similar games feel like completely off for this purpose because yeah sure Adventure Time is obviously inspired by D&D but nothing in the show feels like it is, mechanically, anything like D&D. The thing with D&D is that so many useful mechanics are lacking for setting the tone of the adventure, and at the same time they have extremely complex mechanics for things that are barely relevant in Adventure Time. I assume they might produce something that works if they can get some kind of incentive mechanics to work, and if they remove the entire spell casting system (which is extremely inappropriate) but [B]I still think that they are fighting against the system[/B]. Coming out of my second watch of AT, I note the following things: I will use AT and D as abbreviations of Adventure Time and Dungeons and Dragons respectively. 1: D has no mechanics for doing nothing. Yes you can roleplay sitting around and doing nothing, but there are no mechanical rules for it. An obvious counter question is "why would you need rules for doing nothing?" to which the obvious reply is: Because in the show a lot of the time is spent messing around doing nothing productive whatsoever. You might argue it does not need rules, but if you have no rules then there is no incentive to do it. You want the mechanics to support the fiction. 2: D has no useful rules for anything besides dungeon crawling and fighting monsters. It basically sucks for everything else. This, I guess, can be fixed if they patch the system (which it sounds like they might actually do to some degree). 3: D as a system is very much focused on the players functioning as a cohesive group. Splitting the party is a very very bad idea. Splitting the party also happens in pretty much every episode of AT. You need mechanics to support this otherwise you have a conflict between the fiction and how the game plays in practice. I don't think the result is going to unplayably bad, but I think the game is going to require a good group and a good GM. [/QUOTE]
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