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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="Campbell" data-source="post: 8085023" data-attributes="member: 16586"><p>[USER=6901101]@Scott Christian[/USER]</p><p></p><p>I am not particularly interested in narrowing this discussion down to Dungeons and Dragons Fifth Edition. This is in RPGs General. It's one of the few areas in the site where we get to talk about different games.</p><p></p><p>Indie designers often cut their teeth on developing the GM techniques they would build into their own games using more mainstream games. Ron Edwards ran long running RuneQuest and Champions games using the proto-form of what would become Sorcerer style GM techniques. A lot of the foundations of Apocalypse World came out of Vincent and Meg Baker's experiences playing Ars Magica. When Apocalypse World came out John Harper who would later go on to design Blades was initially unimpressed because he thought that was just the way you were supposed to GM.</p><p></p><p>I have successfully carried over GM techniques from games like Apocalypse World, Burning Wheel, and Sorcerer into more mainstream games. Some games that have worked fairly well include :</p><p></p><ul> <li data-xf-list-type="ul">Demon - The Descent</li> <li data-xf-list-type="ul">Dungeons and Dragons Fourth Edition</li> <li data-xf-list-type="ul">Exalted Third Edition</li> <li data-xf-list-type="ul">Edge of the Empire</li> <li data-xf-list-type="ul">Godbound</li> <li data-xf-list-type="ul">Legend (Mongoose RuneQuest)</li> <li data-xf-list-type="ul">Legend of the Five Rings Fifth Edition</li> <li data-xf-list-type="ul">Pathfinder Second Edition</li> <li data-xf-list-type="ul">Stars Without Number</li> <li data-xf-list-type="ul">Vampire The Requiem Second Edition</li> </ul><p>My attempts with D&D Fifth Edition did not fair well mostly because I was dealing with new players that wanted a more mainstream approach. Also the systems fight against you in a way they do not in some other mainstream games.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8085023, member: 16586"] [USER=6901101]@Scott Christian[/USER] I am not particularly interested in narrowing this discussion down to Dungeons and Dragons Fifth Edition. This is in RPGs General. It's one of the few areas in the site where we get to talk about different games. Indie designers often cut their teeth on developing the GM techniques they would build into their own games using more mainstream games. Ron Edwards ran long running RuneQuest and Champions games using the proto-form of what would become Sorcerer style GM techniques. A lot of the foundations of Apocalypse World came out of Vincent and Meg Baker's experiences playing Ars Magica. When Apocalypse World came out John Harper who would later go on to design Blades was initially unimpressed because he thought that was just the way you were supposed to GM. I have successfully carried over GM techniques from games like Apocalypse World, Burning Wheel, and Sorcerer into more mainstream games. Some games that have worked fairly well include : [LIST] [*]Demon - The Descent [*]Dungeons and Dragons Fourth Edition [*]Exalted Third Edition [*]Edge of the Empire [*]Godbound [*]Legend (Mongoose RuneQuest) [*]Legend of the Five Rings Fifth Edition [*]Pathfinder Second Edition [*]Stars Without Number [*]Vampire The Requiem Second Edition [/LIST] My attempts with D&D Fifth Edition did not fair well mostly because I was dealing with new players that wanted a more mainstream approach. Also the systems fight against you in a way they do not in some other mainstream games. [/QUOTE]
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