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d20 modern Failed...why? (or did it?)
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<blockquote data-quote="xechnao" data-source="post: 4690096" data-attributes="member: 58105"><p>In Traveler I think there was a build in system to seek concepts in-game (military, trade, exploration, etch)</p><p>Traveler's approach seems interesting enough. I think for a modern game to try being a modern game should approach things from the "group" perspective-where is your place, where you belong and have drawn your resources from: your turf, your neighborhood, your department, what have you. Then build on groups and how they relate with each other - this for the Game Master. So that adventures can be build upon this foundation.</p><p>You add some action rules for players, a resources-equipment compendium for the Game Master, the Game Master building a plot that ha can base its development on the foundation described above and you are good to go.</p></blockquote><p></p>
[QUOTE="xechnao, post: 4690096, member: 58105"] In Traveler I think there was a build in system to seek concepts in-game (military, trade, exploration, etch) Traveler's approach seems interesting enough. I think for a modern game to try being a modern game should approach things from the "group" perspective-where is your place, where you belong and have drawn your resources from: your turf, your neighborhood, your department, what have you. Then build on groups and how they relate with each other - this for the Game Master. So that adventures can be build upon this foundation. You add some action rules for players, a resources-equipment compendium for the Game Master, the Game Master building a plot that ha can base its development on the foundation described above and you are good to go. [/QUOTE]
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d20 modern Failed...why? (or did it?)
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