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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="loverdrive" data-source="post: 8277081" data-attributes="member: 7027139"><p>I was there as a player, it was a delve into a mad wizard's tower, where he tried to summon otherworldly horrors.</p><p></p><p>Each time an eldrich horror appeared, the GM called for a sanity save. On a fail, a player rolled on madness table. I suspect the severity was tied to "powerfullness" of an eldrich horror, but I don't know that for sure.</p><p></p><p>The GM did a very cool job with descriptions and tension of not knowing what's lurking beyond reality and never being sure that the aberration we killed will stay dead, but madness rules didn't add anything to it, and one instance, where a fighter rolled naughty word-eating on a short-term table actively detracted from, well, horror.</p><p></p><p></p><p>Did these rules create the horror? Did you just threw'em into the game, followed them and got a cosmic horror game out of the box? Or did you put significant effort into doing horror and sometimes used the madness tables?</p><p></p><p></p><p>I was going to start talking Blades again, but they were discussed to no end in this thread.</p><p></p><p>So I'm gonna go with Dungeon World. In Dungeon World, you have a lot of knobs to turn, and as long, as you follow Agenda, Principles, and making Moves that follow, the system will still work -- whether you're playing a fairy tale, or Conan, or LotR, or Warhammer, or even Shrek.</p><p></p><p></p><p>Using Fate is going to produce very Fate-esque games, no matter what kind of genre we're playing -- a game, where we focus on narrative and characters, said characters are dramatic and interesting and the players have a lot of control over what's happens on screen.</p><p></p><p></p><p>Well, yeah, because CoC sucks cocks. It has very good adventures, though.</p><p></p><p>As for creating horror through mechanics, Dread and Ten Candles do create tension with their mechanics alone, but that's not what I meant. What I meant is, did rules create a <em>cosmic horror story?</em> </p><p></p><p>Ok, to hell with Ctulu. If I was designing a stupid teenage slasher flick game, I'd create rules that guarantee that:</p><p>a) There's gonna be the Jock, the Bitch, the Nerd and the Virgin</p><p>b) You can run, but you can't hide</p><p>c) Everyone but the Virgin will die, no matter what</p><p>d) Sex = death</p><p></p><p>Can I run such a game without such rules? Sure. But then I'll be doing all the job at maintaining the genre and invoking tropes. But the system is either going to remain silent, or, worse, get in the way.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8277081, member: 7027139"] I was there as a player, it was a delve into a mad wizard's tower, where he tried to summon otherworldly horrors. Each time an eldrich horror appeared, the GM called for a sanity save. On a fail, a player rolled on madness table. I suspect the severity was tied to "powerfullness" of an eldrich horror, but I don't know that for sure. The GM did a very cool job with descriptions and tension of not knowing what's lurking beyond reality and never being sure that the aberration we killed will stay dead, but madness rules didn't add anything to it, and one instance, where a fighter rolled naughty word-eating on a short-term table actively detracted from, well, horror. Did these rules create the horror? Did you just threw'em into the game, followed them and got a cosmic horror game out of the box? Or did you put significant effort into doing horror and sometimes used the madness tables? I was going to start talking Blades again, but they were discussed to no end in this thread. So I'm gonna go with Dungeon World. In Dungeon World, you have a lot of knobs to turn, and as long, as you follow Agenda, Principles, and making Moves that follow, the system will still work -- whether you're playing a fairy tale, or Conan, or LotR, or Warhammer, or even Shrek. Using Fate is going to produce very Fate-esque games, no matter what kind of genre we're playing -- a game, where we focus on narrative and characters, said characters are dramatic and interesting and the players have a lot of control over what's happens on screen. Well, yeah, because CoC sucks cocks. It has very good adventures, though. As for creating horror through mechanics, Dread and Ten Candles do create tension with their mechanics alone, but that's not what I meant. What I meant is, did rules create a [I]cosmic horror story?[/I] Ok, to hell with Ctulu. If I was designing a stupid teenage slasher flick game, I'd create rules that guarantee that: a) There's gonna be the Jock, the Bitch, the Nerd and the Virgin b) You can run, but you can't hide c) Everyone but the Virgin will die, no matter what d) Sex = death Can I run such a game without such rules? Sure. But then I'll be doing all the job at maintaining the genre and invoking tropes. But the system is either going to remain silent, or, worse, get in the way. [/QUOTE]
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