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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8277612" data-attributes="member: 82106"><p>I think how you describe things in DW fiction has a MUCH larger impact on things like "how bad assed am I" than it does in D&D. DW has a rather shallower power curve, for one thing. I think it does tend more towards all the characters being 'tough' by default, but the issue is a lot less than for D&D, and less complicated or 'deep' to address. I mean, you CANNOT alter this in D&D, not really, not without basically writing a whole new variant of D&D, or using a much different one from 5e (like maybe an OSR one, or 4e, etc.). Also, I'm not sure any of the characters in LotR were wimps! They were not all equally potent combatants, but Sam put paid to Shelob, and Frodo managed to get in a couple scrapes too, not to mention the exploits of Merry and Pippin.</p><p></p><p>I think you have summarized GURPS perfectly. lol. It is NOT a bad game for doing a certain 'gritty' type of real-world-adjacent kind of game, and you can then tack on some of the incredible array of supplemental material to incorporate 'that one thing', but in no case can the game really adjust how it plays. In fact it is IMHO one of the LEAST flexible games in existence. BRP is not much better, but since it is a bit simpler and a bit more of a 'toolkit' you can do somewhat more with it. Both games though are pretty heavily limited by simply lacking any way to put checks into context or produce any specific sort of play beyond tweaking power levels and/or adding in a subsystem. CoC's SAN mechanic shows how BRP CAN kind of do that, but I'm not even sure you could pull THAT trick with GURPS, and CoC is still not a very good game, it just has ONE genre element that works!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8277612, member: 82106"] I think how you describe things in DW fiction has a MUCH larger impact on things like "how bad assed am I" than it does in D&D. DW has a rather shallower power curve, for one thing. I think it does tend more towards all the characters being 'tough' by default, but the issue is a lot less than for D&D, and less complicated or 'deep' to address. I mean, you CANNOT alter this in D&D, not really, not without basically writing a whole new variant of D&D, or using a much different one from 5e (like maybe an OSR one, or 4e, etc.). Also, I'm not sure any of the characters in LotR were wimps! They were not all equally potent combatants, but Sam put paid to Shelob, and Frodo managed to get in a couple scrapes too, not to mention the exploits of Merry and Pippin. I think you have summarized GURPS perfectly. lol. It is NOT a bad game for doing a certain 'gritty' type of real-world-adjacent kind of game, and you can then tack on some of the incredible array of supplemental material to incorporate 'that one thing', but in no case can the game really adjust how it plays. In fact it is IMHO one of the LEAST flexible games in existence. BRP is not much better, but since it is a bit simpler and a bit more of a 'toolkit' you can do somewhat more with it. Both games though are pretty heavily limited by simply lacking any way to put checks into context or produce any specific sort of play beyond tweaking power levels and/or adding in a subsystem. CoC's SAN mechanic shows how BRP CAN kind of do that, but I'm not even sure you could pull THAT trick with GURPS, and CoC is still not a very good game, it just has ONE genre element that works! [/QUOTE]
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