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<blockquote data-quote="slygeek" data-source="post: 7708219" data-attributes="member: 100241"><p>I think most you (even the ones defending 2d20's "Meta-Game" mechanics) are missing the point behind those mechanics.</p><p></p><p>I think over the years, especially recently from D&D play-test surverys, is that Story-telling and Roleplaying are at heart of an RPG.</p><p></p><p>Some aspects of the "Meta-Game" mechanics of the 2d20 system are aimed specifically at enhancing Story-telling. Such as troop reinforcements and environmental effects.</p><p></p><p>For Mutant Chronicles (the original 2d20 system game) the mechanic is called Dark Symmetry. And frankly the game just wouldn't function well without it, because the Dark Symmetry is so interwoven into the Setting. If fact the characters are supposed to understand the presence of Dark Symmetry almost as something tangible. Its necessary to feel that impending doom always pervading among them.</p><p></p><p>In Conan, they just re-worded it to "Doom". </p><p></p><p>Where I believe Modiphius went wrong is they should have re-hired Jay Little, gone back to the drawing books and the designed a system from the ground up aimed specifically at Sword & Sorcery. So their "meta-game" mechanic should of been aimed at making Combat more visceral, brutal and cinematic. I think that would of had a better effect. Because when reading Conan, I don't get this pervading doom feeling on the horizon, but I do get the sense of brutality, a gritty dangerous feeling that you are on your own and nobody is going to save you. </p><p></p><p>You can't compare the "meta-game" mecahnics of Jay Little's 2d20 system to Savage Worlds, d20 Modern Action Points or anything. Because the meta-game mechanics in this case are specifically aimed at Story-telling. And that is a powerful tool for an RPG, because as state at the beginning, the heart of RPGs is Story-telling.</p><p></p><p>I understand that a "meta-game" mechanic that only adds a mathematical / gaming aspect to an RPG may be controversial. But Doom / Dark Symmetry is just so far from that camp that they can't be considered even in the group.</p><p></p><p>Take the Star Wars be FFG (also designed by Jay Little), the Destiny "meta-game" mechanic is specifically designed at replicating the FORCE. And the characters know and understand the Force as something very real in the universe. Add Triumph and Despair (also meta-game mechanics) to the mix and you get incredible Story-telling effects that oh-so much screams the feeling of Star Wars.</p><p></p><p>My point is.</p><p></p><p>Several modern games understand that hey, were playing a Roleplaying game where the focus is Story-telling. Why not include rules that ENHANCE and ENCOURAGE the Story-telling?</p><p></p><p>This is why I think games like *cough* D&D *cough* are in fact dinosaurs. Because they make no such attempt. In fact, all the mechanics are only aimed at combat and skill resolution.</p><p></p><p>2d20 is miles ahead. Its controversial, because its ahead of its time.</p><p></p><p>I'm telling you, RPGs that actually push Roleplayng and Story-telling in its mechanics are the future. Because in the end, they simply result in a better more engaging roleplaying/story telling experience which we agree is at the heart of Roleplaying.</p><p></p><p>Cudos to 2d20 and Jay Little's genius and for Modiphius to take a leap in this direction.</p></blockquote><p></p>
[QUOTE="slygeek, post: 7708219, member: 100241"] I think most you (even the ones defending 2d20's "Meta-Game" mechanics) are missing the point behind those mechanics. I think over the years, especially recently from D&D play-test surverys, is that Story-telling and Roleplaying are at heart of an RPG. Some aspects of the "Meta-Game" mechanics of the 2d20 system are aimed specifically at enhancing Story-telling. Such as troop reinforcements and environmental effects. For Mutant Chronicles (the original 2d20 system game) the mechanic is called Dark Symmetry. And frankly the game just wouldn't function well without it, because the Dark Symmetry is so interwoven into the Setting. If fact the characters are supposed to understand the presence of Dark Symmetry almost as something tangible. Its necessary to feel that impending doom always pervading among them. In Conan, they just re-worded it to "Doom". Where I believe Modiphius went wrong is they should have re-hired Jay Little, gone back to the drawing books and the designed a system from the ground up aimed specifically at Sword & Sorcery. So their "meta-game" mechanic should of been aimed at making Combat more visceral, brutal and cinematic. I think that would of had a better effect. Because when reading Conan, I don't get this pervading doom feeling on the horizon, but I do get the sense of brutality, a gritty dangerous feeling that you are on your own and nobody is going to save you. You can't compare the "meta-game" mecahnics of Jay Little's 2d20 system to Savage Worlds, d20 Modern Action Points or anything. Because the meta-game mechanics in this case are specifically aimed at Story-telling. And that is a powerful tool for an RPG, because as state at the beginning, the heart of RPGs is Story-telling. I understand that a "meta-game" mechanic that only adds a mathematical / gaming aspect to an RPG may be controversial. But Doom / Dark Symmetry is just so far from that camp that they can't be considered even in the group. Take the Star Wars be FFG (also designed by Jay Little), the Destiny "meta-game" mechanic is specifically designed at replicating the FORCE. And the characters know and understand the Force as something very real in the universe. Add Triumph and Despair (also meta-game mechanics) to the mix and you get incredible Story-telling effects that oh-so much screams the feeling of Star Wars. My point is. Several modern games understand that hey, were playing a Roleplaying game where the focus is Story-telling. Why not include rules that ENHANCE and ENCOURAGE the Story-telling? This is why I think games like *cough* D&D *cough* are in fact dinosaurs. Because they make no such attempt. In fact, all the mechanics are only aimed at combat and skill resolution. 2d20 is miles ahead. Its controversial, because its ahead of its time. I'm telling you, RPGs that actually push Roleplayng and Story-telling in its mechanics are the future. Because in the end, they simply result in a better more engaging roleplaying/story telling experience which we agree is at the heart of Roleplaying. Cudos to 2d20 and Jay Little's genius and for Modiphius to take a leap in this direction. [/QUOTE]
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