Blog: Modularity and Combat Subsystems


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I am not sure why they call it narrative? It sounds more like simulationist. But maybe they're not using Forgisms, I don't know.

Ultimately, it doesn't matter what they call it, it's not what I want for a rules module. I want something like Book of Nine Swords or D&D encounter (and maybe even daily) powers. I like the resource management aspect they add to the game, and I dislike "spamming" maneuvers over and over again, which a simple system like this encourages. (if it doesn't entirely discourage maneuvers because the penalties are too harsh.)
 



Yes, I'd really like to see some kind of article using "narrative" that talks about "meaningful decision points that drive the narrative". It need not necessarily be in or out of combat, either.
 


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