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<blockquote data-quote="pemerton" data-source="post: 9779823" data-attributes="member: 42582"><p>I'll mention Torchbearer 2e.</p><p></p><p>It has skill-based PC build, where the PCs have long skill lists (a bit like the classic sim games such as RM, albeit a little more streamlined in some respects).</p><p></p><p>Conflict resolution is a bit more abstract than a classic sim game - although it still has <em>armour as damage reduction</em> and injuries and death spirals - but leans into a fairly tight correlation between the fiction and the outcomes, but mediated via group consensus on what "should" happen, rather than just relying on the mechanics.</p><p></p><p>It has rules for carrying stuff and rations and resting etc that are (in my view) far more manageable than more traditional ones, but still have players worrying about their gear and having to make real decisions about trading off rest vs shopping vs <em>will I be able to afford my tavern bill</em>. It's the only RPG I've played where PCs' shoes where out travelling, and the players have to make an <em>agonising choice</em> about whether or not their PCs can afford to acquire new shoes (especially if they're in a little village without a market).</p><p></p><p>It has rules for building new settlements, for settlements growing or declining, which fit in relatively few pages.</p><p></p><p>I think many fans of sim who like the foregrounding of detail, the colour that results, the "closeness" of play to the fiction, might like this game. (But those who like sim as <em>a way of disclaiming decision-making</em> won't like it as much.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9779823, member: 42582"] I'll mention Torchbearer 2e. It has skill-based PC build, where the PCs have long skill lists (a bit like the classic sim games such as RM, albeit a little more streamlined in some respects). Conflict resolution is a bit more abstract than a classic sim game - although it still has [I]armour as damage reduction[/I] and injuries and death spirals - but leans into a fairly tight correlation between the fiction and the outcomes, but mediated via group consensus on what "should" happen, rather than just relying on the mechanics. It has rules for carrying stuff and rations and resting etc that are (in my view) far more manageable than more traditional ones, but still have players worrying about their gear and having to make real decisions about trading off rest vs shopping vs [I]will I be able to afford my tavern bill[/I]. It's the only RPG I've played where PCs' shoes where out travelling, and the players have to make an [I]agonising choice[/I] about whether or not their PCs can afford to acquire new shoes (especially if they're in a little village without a market). It has rules for building new settlements, for settlements growing or declining, which fit in relatively few pages. I think many fans of sim who like the foregrounding of detail, the colour that results, the "closeness" of play to the fiction, might like this game. (But those who like sim as [I]a way of disclaiming decision-making[/I] won't like it as much.) [/QUOTE]
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