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<blockquote data-quote="doctorbadwolf" data-source="post: 8271932" data-attributes="member: 6704184"><p>This,.</p><p></p><p>No such thing. No game does everything. Even GURPS has assumptions and baked in play style elements.</p><p></p><p>Why? There is more effort in learning a new system than in learning a couple new rules. Thus, it is reasonable to prefer a couple new rules over a new system. Since we like the gameplay we get from dnd 5e (which is very much not traditional and never involves dungeons or murderous treasure hunting), we check first to see if we can do a thing in 5e. If someone wants to run a game where we are a gang of thieves that have no business getting in real fights, we probably would play Blades. If being more vulnerable isn't part of the concept, we'd discuss the options for doing it in 5e, first. </p><p></p><p>If 5e was less easy to modify, we probably wouldn't be playing it as our primary game.</p><p></p><p>When I want a very specific story, and it's not something the system I'm already using is built for or can be easily tweaked for. Also, when I want to play proper sci-fi, though there are really good sci-fi 5e supplements out there now as well.</p><p>If they game I'm currently playing was more codified and restrictive, I'd switch games more often, and probably switch wholesale to a pbta based game built from the ground up to support my group's preferred playstyle and goals.</p><p></p><p></p><p></p><p>Absolutely. I also just prefer less prescribed resolution of non-combat tasks. As I said somewhere upthread, combat is the only part of gaming that I really enjoy when it is heavily codified and full of lots of distinct moving parts. Even then, I've found my players improvise a lot more readily when playing martial characters in 5e than they did playing anything in 4e. Which is a bummer because 4e improvised actions could have been really awesome if they were more player-facing and well known.</p><p></p><p>Yeah 5e with 4e skill descriptions and inspiration from 4e skill challenges, is a really nice sweet spot, for me. I do wish I had the time to build a framework for 4e style monster building as well, in 5e. Maybe when I'm done with my class build projects.</p><p></p><p>I'll have to ttry it with a less...eccentric GM, sometime. I'm really intrigued by the Blades/Dungeon World hack being built in another thread, as well.</p><p>I mean, I'm not as married to dnd as some folks assume. I am building a very different game myself, after all. </p><p></p><p>I have found some design similarities between my game and some pbta games I've played or watched played, as well, which intrigues me but also worries me that I'll end up with a game that would have been doing something new ten years ago, but is old hat by the time it's finished.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8271932, member: 6704184"] This,. No such thing. No game does everything. Even GURPS has assumptions and baked in play style elements. Why? There is more effort in learning a new system than in learning a couple new rules. Thus, it is reasonable to prefer a couple new rules over a new system. Since we like the gameplay we get from dnd 5e (which is very much not traditional and never involves dungeons or murderous treasure hunting), we check first to see if we can do a thing in 5e. If someone wants to run a game where we are a gang of thieves that have no business getting in real fights, we probably would play Blades. If being more vulnerable isn't part of the concept, we'd discuss the options for doing it in 5e, first. If 5e was less easy to modify, we probably wouldn't be playing it as our primary game. When I want a very specific story, and it's not something the system I'm already using is built for or can be easily tweaked for. Also, when I want to play proper sci-fi, though there are really good sci-fi 5e supplements out there now as well. If they game I'm currently playing was more codified and restrictive, I'd switch games more often, and probably switch wholesale to a pbta based game built from the ground up to support my group's preferred playstyle and goals. Absolutely. I also just prefer less prescribed resolution of non-combat tasks. As I said somewhere upthread, combat is the only part of gaming that I really enjoy when it is heavily codified and full of lots of distinct moving parts. Even then, I've found my players improvise a lot more readily when playing martial characters in 5e than they did playing anything in 4e. Which is a bummer because 4e improvised actions could have been really awesome if they were more player-facing and well known. Yeah 5e with 4e skill descriptions and inspiration from 4e skill challenges, is a really nice sweet spot, for me. I do wish I had the time to build a framework for 4e style monster building as well, in 5e. Maybe when I'm done with my class build projects. I'll have to ttry it with a less...eccentric GM, sometime. I'm really intrigued by the Blades/Dungeon World hack being built in another thread, as well. I mean, I'm not as married to dnd as some folks assume. I am building a very different game myself, after all. I have found some design similarities between my game and some pbta games I've played or watched played, as well, which intrigues me but also worries me that I'll end up with a game that would have been doing something new ten years ago, but is old hat by the time it's finished. [/QUOTE]
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