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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8272938" data-attributes="member: 82106"><p>I would LITERALLY call BitD "Shadowrun meets PbtA" in a sense. My Shadowrun experience is VERY ANCIENT, so maybe not 100% relevant to more recent editions nor filled with an incisive recollection of the rules system beyond "Its a dice pool", but what I remember is tons of standing around being bored. If you were the Decker, you got to hack stuff, and that was pretty much solo, and then you hid in some bunker while the 'action' went down, providing support, maybe. The more action-oriented PCs (sorry, I forget what they were called in that game) OTOH have nothing to do in the early parts, and then get to die in scads later (but at least they are doing something). </p><p></p><p>That, coupled with the primitive game process where each check sort of doesn't really mean anything specific (IE much like 5e) and the stakes are not clearly set out, nor are there really decision points for the players in terms of where things go, means most games consist of make intricate plan -> initiate plan -> plan goes tits up -> non-deckers die -> pick up the pieces and try again. Now, it wasn't exclusively a 'caper/heist' game, so other stuff would happen, but the same issues would always arise. We played a few campaigns with this, but it never really worked out well. Maybe we were just not suited to this genre, but basically we would get tired of taking crap and then boom, we'd all be wiped out. At least in Traveler you can jump on your ship, outrun the local patrol boat, and jump system, lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8272938, member: 82106"] I would LITERALLY call BitD "Shadowrun meets PbtA" in a sense. My Shadowrun experience is VERY ANCIENT, so maybe not 100% relevant to more recent editions nor filled with an incisive recollection of the rules system beyond "Its a dice pool", but what I remember is tons of standing around being bored. If you were the Decker, you got to hack stuff, and that was pretty much solo, and then you hid in some bunker while the 'action' went down, providing support, maybe. The more action-oriented PCs (sorry, I forget what they were called in that game) OTOH have nothing to do in the early parts, and then get to die in scads later (but at least they are doing something). That, coupled with the primitive game process where each check sort of doesn't really mean anything specific (IE much like 5e) and the stakes are not clearly set out, nor are there really decision points for the players in terms of where things go, means most games consist of make intricate plan -> initiate plan -> plan goes tits up -> non-deckers die -> pick up the pieces and try again. Now, it wasn't exclusively a 'caper/heist' game, so other stuff would happen, but the same issues would always arise. We played a few campaigns with this, but it never really worked out well. Maybe we were just not suited to this genre, but basically we would get tired of taking crap and then boom, we'd all be wiped out. At least in Traveler you can jump on your ship, outrun the local patrol boat, and jump system, lol. [/QUOTE]
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