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General Tabletop Discussion
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Cypher System by Monte Cook Games: what do you think about it?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8347841" data-attributes="member: 82106"><p>Interesting. That would move it a bit beyond 1984's MSHRP at least! I suspect it would still benefit from some additional process around things like exactly what is meant by 'success' on a check. PERSONALLY I would like to see something a bit more 'FitD-like' in terms of something that would govern the structure of conflict a bit more. </p><p></p><p>Even with Player Intrusions (and I'm assuming they are somewhat analogous to GM intrusions, maybe I'm wrong and there's more to it) there generally needs to be something which governs the valence of a check. In that sense Cypher System in its initial form is on a par with 5e. There's simply no way for a player to know or gauge what the impact of a check will be. Why spend tons of effort on gaining a success when you may be obligated by the GM to make 5 more tough checks to get to your goal? As with 5e and other 'trad' systems, combat is usually an obvious exception where the stakes and obstacles are clearly spelled out, so I'm sure THAT works fine.</p><p></p><p>But you need something like FitD clocks, 4e SCs, or else a very robust set of process/principles that spells out how things must 'move on now' such as PbtA games have. CS simply lacks that, even with the new rule (I think, correct me if I'm wrong).</p><p></p><p>Right, in terms of plot and overall direction and such, you are attending GM theater, or perhaps at most making suggestions that will be politely heard. Anything else is outside the realm of the game proper.</p><p></p><p>So, what exactly is different in IS? Player Intrusions? I don't even really know the genre of the game (I haven't really followed MCG that closely).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8347841, member: 82106"] Interesting. That would move it a bit beyond 1984's MSHRP at least! I suspect it would still benefit from some additional process around things like exactly what is meant by 'success' on a check. PERSONALLY I would like to see something a bit more 'FitD-like' in terms of something that would govern the structure of conflict a bit more. Even with Player Intrusions (and I'm assuming they are somewhat analogous to GM intrusions, maybe I'm wrong and there's more to it) there generally needs to be something which governs the valence of a check. In that sense Cypher System in its initial form is on a par with 5e. There's simply no way for a player to know or gauge what the impact of a check will be. Why spend tons of effort on gaining a success when you may be obligated by the GM to make 5 more tough checks to get to your goal? As with 5e and other 'trad' systems, combat is usually an obvious exception where the stakes and obstacles are clearly spelled out, so I'm sure THAT works fine. But you need something like FitD clocks, 4e SCs, or else a very robust set of process/principles that spells out how things must 'move on now' such as PbtA games have. CS simply lacks that, even with the new rule (I think, correct me if I'm wrong). Right, in terms of plot and overall direction and such, you are attending GM theater, or perhaps at most making suggestions that will be politely heard. Anything else is outside the realm of the game proper. So, what exactly is different in IS? Player Intrusions? I don't even really know the genre of the game (I haven't really followed MCG that closely). [/QUOTE]
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