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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8275464" data-attributes="member: 82106"><p>And yet... </p><p></p><p>I rate CoC unplayable. Its mechanics are horribly antiquated, even in the latest edition it doesn't really work. The system fights you at every step. BRP is pretty much exactly like 5e in that there's no structure or context around checks, they are just things that a GM can call for at any point, set any arbitrary difficulty for, and isn't instructed to do anything like negotiate on hazard vs payout, or even just explain what you're getting into mechanically if you want to try something. Its supposed to be a game of solving mysteries, and yet, aside from GM's being experienced with the right techniques, or a particular adventure spelling out how to avoid blocking, there are constant problems with things getting stuffed up by a single check. </p><p></p><p>I don't say this lightly. Back in the old days I ran a couple CoC campaigns, as well as running Masks of Nyarlathotep and a few CoC Now adventures too. It was a lot of work, but back in c 1983 we didn't know any better and thought this was the snizzle. Then after running a bunch of 4e some friends and I created a little mini-campaign to run with the latest CoC rules (whatever it was that came out around 2011 or so). It was incredibly frustrating and we ended up ditching CoC and just used PACE or something. It was really painful and horribly apparent that BRP/CoC was just not mechanically up to this. Trail of Cthulhu (based on Gumshoe) is a 1000x better game. </p><p></p><p>Now, is RQ a bad game? No, though I think more DESPITE BRP than because of it. Glorantha and the conceptual underpinnings of RQ are really cool. OTOH I think you could lift the idea and implement it in a modern rule set and make a much better game. One that would actually bring the whole 'deep myth' thing much more into focus and be a lot more thematic game.</p><p></p><p>Anyway, even if we are talking about generic platform systems, wouldn't it be better to build a narratively driven 'indie' type of engine that drove things like CoC and RQ? I think something like SotC or Cortex+ could probably do both, though obviously there would be extensive genre-specific elements attached. Both games BEG for an approach that focuses on STORY.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8275464, member: 82106"] And yet... I rate CoC unplayable. Its mechanics are horribly antiquated, even in the latest edition it doesn't really work. The system fights you at every step. BRP is pretty much exactly like 5e in that there's no structure or context around checks, they are just things that a GM can call for at any point, set any arbitrary difficulty for, and isn't instructed to do anything like negotiate on hazard vs payout, or even just explain what you're getting into mechanically if you want to try something. Its supposed to be a game of solving mysteries, and yet, aside from GM's being experienced with the right techniques, or a particular adventure spelling out how to avoid blocking, there are constant problems with things getting stuffed up by a single check. I don't say this lightly. Back in the old days I ran a couple CoC campaigns, as well as running Masks of Nyarlathotep and a few CoC Now adventures too. It was a lot of work, but back in c 1983 we didn't know any better and thought this was the snizzle. Then after running a bunch of 4e some friends and I created a little mini-campaign to run with the latest CoC rules (whatever it was that came out around 2011 or so). It was incredibly frustrating and we ended up ditching CoC and just used PACE or something. It was really painful and horribly apparent that BRP/CoC was just not mechanically up to this. Trail of Cthulhu (based on Gumshoe) is a 1000x better game. Now, is RQ a bad game? No, though I think more DESPITE BRP than because of it. Glorantha and the conceptual underpinnings of RQ are really cool. OTOH I think you could lift the idea and implement it in a modern rule set and make a much better game. One that would actually bring the whole 'deep myth' thing much more into focus and be a lot more thematic game. Anyway, even if we are talking about generic platform systems, wouldn't it be better to build a narratively driven 'indie' type of engine that drove things like CoC and RQ? I think something like SotC or Cortex+ could probably do both, though obviously there would be extensive genre-specific elements attached. Both games BEG for an approach that focuses on STORY. [/QUOTE]
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