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*Pathfinder & Starfinder
D&D off-Ramps (from Rob Donaghue)
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<blockquote data-quote="Radiating Gnome" data-source="post: 6184352" data-attributes="member: 150"><p>Just guessing, but I think he's not just looking for other RPGs, but RPGs that one way or another capture something essential about D&D -- and the examples he cites are three different takes on what's essential about D&D. </p><p></p><p>He picked those three, and might have picked other games with slightly different ways of defining his terms -- but I think the essential difference is that neither SW nor FATE is a descendant of D&D. They're also both generic systems that don't necessarily have a setting the way the three he selected do. </p><p></p><p>One of his criteria was timeliness -- these three games all came out in this past year, falling into this flux period when people are theoretically looking for off ramps. SW has been around for quite some time. So has Fate. So have Song of Ice and Fire and Dragon Age, which he also discards for the sake of his discussion (but does not criticize as games). </p><p></p><p>SW isn't trying to be D&D. It's not about attrition and resource management the same way D&D is. Unless you count Bennies, which are a different enough resource from hit points and spells as to not bear much comparison. </p><p></p><p>FATE isn't trying to be D&D. Interestingly, FATE has been around for quite a while (and has it's FUDGE roots that go back decades) but the recent excitement and interest surrounding the FATE Core kickstarter gives it some novelty.</p><p></p><p>But Numenara is trading on it's D&D roots, because it's Monte Cook. He's got a built in D&D-based audience for anything he does. 13th Age has a similar, if not quite so high powered personality based fan base -- but it's also the version that bears the closest connection to the 3rd and 4th edition rules. And Dungeon World lacks personality and crunch ties to D&D, but unlike a universal system that tries to fit all needs (like SW and FATE), it's about capturing the feel of one sort of play -- the old school dungeon crawl -- without the weight of rules and crunch. </p><p></p><p>SO... calling FATE and Savage Worlds "wrong answers" to the off-ramp question makes sense to me, so long as you understand that it's not about saying any of these games are good or bad, fun or not fun, worth playing or not worth playing -- just that they're not obvious next steps for folks who are looking for a break from 3.x/D&D. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 6184352, member: 150"] Just guessing, but I think he's not just looking for other RPGs, but RPGs that one way or another capture something essential about D&D -- and the examples he cites are three different takes on what's essential about D&D. He picked those three, and might have picked other games with slightly different ways of defining his terms -- but I think the essential difference is that neither SW nor FATE is a descendant of D&D. They're also both generic systems that don't necessarily have a setting the way the three he selected do. One of his criteria was timeliness -- these three games all came out in this past year, falling into this flux period when people are theoretically looking for off ramps. SW has been around for quite some time. So has Fate. So have Song of Ice and Fire and Dragon Age, which he also discards for the sake of his discussion (but does not criticize as games). SW isn't trying to be D&D. It's not about attrition and resource management the same way D&D is. Unless you count Bennies, which are a different enough resource from hit points and spells as to not bear much comparison. FATE isn't trying to be D&D. Interestingly, FATE has been around for quite a while (and has it's FUDGE roots that go back decades) but the recent excitement and interest surrounding the FATE Core kickstarter gives it some novelty. But Numenara is trading on it's D&D roots, because it's Monte Cook. He's got a built in D&D-based audience for anything he does. 13th Age has a similar, if not quite so high powered personality based fan base -- but it's also the version that bears the closest connection to the 3rd and 4th edition rules. And Dungeon World lacks personality and crunch ties to D&D, but unlike a universal system that tries to fit all needs (like SW and FATE), it's about capturing the feel of one sort of play -- the old school dungeon crawl -- without the weight of rules and crunch. SO... calling FATE and Savage Worlds "wrong answers" to the off-ramp question makes sense to me, so long as you understand that it's not about saying any of these games are good or bad, fun or not fun, worth playing or not worth playing -- just that they're not obvious next steps for folks who are looking for a break from 3.x/D&D. -rg [/QUOTE]
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D&D off-Ramps (from Rob Donaghue)
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