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*Pathfinder & Starfinder
Boundaries of "drifting"
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<blockquote data-quote="Bluenose" data-source="post: 6203606" data-attributes="member: 49017"><p>I tend to think that it's a lot easier to "drift" a game from one setting to another than it is to go from one genre to another, and much more satisfying too. </p><p></p><p>One example I could suggest is Pendragon. The setting/genre is very strongly implied in the rulebook, and the rules support that. But if you discard the setting and use the rules in another situation where many of the same concepts come into play, the system remains perfectly usable with the changes being mostly nomenclature. Pendragon is being converted to a "Mythic Greece" setting, and I think it'll do it well given the similar genre assumptions. I'm working on a "Rot3K China" version of Pendragon, and I don't need to do much work with the rules - just the setting. </p><p></p><p>Conversely, a game which strongly supports a particular genre/playstyle doesn't seem to me to do well when you try to use it to play with a different genre. A game like GURPS would deal with the adventures of young Clark Kent and his friends in a very different way than Smallville represents, and probably wouldn't be as satisfying for someone wanting to reproduce the "feel" of the TB series.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 6203606, member: 49017"] I tend to think that it's a lot easier to "drift" a game from one setting to another than it is to go from one genre to another, and much more satisfying too. One example I could suggest is Pendragon. The setting/genre is very strongly implied in the rulebook, and the rules support that. But if you discard the setting and use the rules in another situation where many of the same concepts come into play, the system remains perfectly usable with the changes being mostly nomenclature. Pendragon is being converted to a "Mythic Greece" setting, and I think it'll do it well given the similar genre assumptions. I'm working on a "Rot3K China" version of Pendragon, and I don't need to do much work with the rules - just the setting. Conversely, a game which strongly supports a particular genre/playstyle doesn't seem to me to do well when you try to use it to play with a different genre. A game like GURPS would deal with the adventures of young Clark Kent and his friends in a very different way than Smallville represents, and probably wouldn't be as satisfying for someone wanting to reproduce the "feel" of the TB series. [/QUOTE]
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Boundaries of "drifting"
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