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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="Thomas Shey" data-source="post: 8270460" data-attributes="member: 7026617"><p>I think there's a more complex problem as to whether one considers "This game has a generic resolution mechanic that is applied universally or a limited number of same" and whether that translates into "support" or not. I think you can have at least three situations, and which one translates into "support" is going to vary considerably:</p><p></p><p>1. "Rulings not rules" games (i.e. OD&D). These are almost tautological and usually useless to talk about, because people really wedded to the idea that this is a virtue are going to consider mechanical support anywhere from irrelevant to actively hostile to what they want in many places.</p><p>2. The general-mechanics games I refer to above (from true universal-resolution systems where specific mechanics at best have attached secondary rules (Fuzion), to games that have a very limited number of resolution methods that are presumed to be exhaustive with the only question being what to apply, again sometimes with secondary rules (original RuneQuest).</p><p>3. Games that are focused on specific sorts of processes, or at least have extensive subsystems to deal with such processes.</p><p></p><p>The argument that goes back and forth tends to be whether there's a significant difference between the first and second of these, and the second and third. Some people consider the first and second essentially the same, as they both require GM intervention to resolve matters outside the extent mechanics, whereas there seems quite a difference between just new applications of an extent mechanic and either creating one out of whole cloth or just ad-hoc resolution to others. Whether this translates into "support" is thus a bit in the eye of the beholder.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8270460, member: 7026617"] I think there's a more complex problem as to whether one considers "This game has a generic resolution mechanic that is applied universally or a limited number of same" and whether that translates into "support" or not. I think you can have at least three situations, and which one translates into "support" is going to vary considerably: 1. "Rulings not rules" games (i.e. OD&D). These are almost tautological and usually useless to talk about, because people really wedded to the idea that this is a virtue are going to consider mechanical support anywhere from irrelevant to actively hostile to what they want in many places. 2. The general-mechanics games I refer to above (from true universal-resolution systems where specific mechanics at best have attached secondary rules (Fuzion), to games that have a very limited number of resolution methods that are presumed to be exhaustive with the only question being what to apply, again sometimes with secondary rules (original RuneQuest). 3. Games that are focused on specific sorts of processes, or at least have extensive subsystems to deal with such processes. The argument that goes back and forth tends to be whether there's a significant difference between the first and second of these, and the second and third. Some people consider the first and second essentially the same, as they both require GM intervention to resolve matters outside the extent mechanics, whereas there seems quite a difference between just new applications of an extent mechanic and either creating one out of whole cloth or just ad-hoc resolution to others. Whether this translates into "support" is thus a bit in the eye of the beholder. [/QUOTE]
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