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<blockquote data-quote="zakael19" data-source="post: 9894152" data-attributes="member: 7044099"><p>If you're happy with how Nimble has pared down 5e and like the simplified but familiar structure of its system, not sure DH offers much for you. DH took the "vibes" of the narrative/drama first play culture that's gained in prominence over the course of the last decade and mixed in the very specific style of "lets set forth genuine guidelines for both players and GM of <em>how to get the intended experience </em>of the game and not just <em>what are the mechanics" </em>that's common in the sides of play that you get under the PBTA umbrella. John Harper, author of Blades in the Dark has some credits around developing the GM and Player Best Practices, and they took the idea of Apocalypse World's Agendas and GM moves and asked themselves "how do we adjust this to work for vibes based dramatic heroic fantasy play."</p><p></p><p>The end result is a very streamlined game with a modern D&D-esque player biased math model (Tier 1 even more so), a repeated emphasis on player-empowerment starting in Session 0 and going forward, and a system intended to generate and facilitate drama via non-binary dice outcomes but without the sort of death spiral/snowball that many players can find overly punishing in many narrativist games; in part by giving the GM a direct mechanical limitation on "going hard" via Fear mechanics.</p><p></p><p>IME, the end result is a fairly flexible core system that almost naturally reproduces the best elements of "Critical Role" style play, de-emphasizing a broad base of mechanical crunch while burying some of it in individual character choices.</p><p></p><p>Not sure if that's what you were getting at, but hey.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9894152, member: 7044099"] If you're happy with how Nimble has pared down 5e and like the simplified but familiar structure of its system, not sure DH offers much for you. DH took the "vibes" of the narrative/drama first play culture that's gained in prominence over the course of the last decade and mixed in the very specific style of "lets set forth genuine guidelines for both players and GM of [I]how to get the intended experience [/I]of the game and not just [I]what are the mechanics" [/I]that's common in the sides of play that you get under the PBTA umbrella. John Harper, author of Blades in the Dark has some credits around developing the GM and Player Best Practices, and they took the idea of Apocalypse World's Agendas and GM moves and asked themselves "how do we adjust this to work for vibes based dramatic heroic fantasy play." The end result is a very streamlined game with a modern D&D-esque player biased math model (Tier 1 even more so), a repeated emphasis on player-empowerment starting in Session 0 and going forward, and a system intended to generate and facilitate drama via non-binary dice outcomes but without the sort of death spiral/snowball that many players can find overly punishing in many narrativist games; in part by giving the GM a direct mechanical limitation on "going hard" via Fear mechanics. IME, the end result is a fairly flexible core system that almost naturally reproduces the best elements of "Critical Role" style play, de-emphasizing a broad base of mechanical crunch while burying some of it in individual character choices. Not sure if that's what you were getting at, but hey. [/QUOTE]
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