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Fallout Tabletop RPG Announced from Modiphius
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<blockquote data-quote="Guest 6801328" data-source="post: 7774907"><p>What I don't like about the 2d20 system is just that Modiphius takes a GURPS one-size-fits-all approach. New genre? Great, let's use 2d20!</p><p></p><p>It's about more than the labels you attach to the mechanics: the mechanics themselves carry, for lack of a better word, "mood". So when you just take a generic system of mechanics, swap some labels around, and slap it onto a setting you are missing out on a big opportunity to reinforce the feeling of that setting.</p><p></p><p>It's one thing to take a generic system and apply it to a generic fantasy setting, or generic sci-fi setting, or whatever. All you do is flavor the setting with the feel of the mechanics.</p><p></p><p>But when you do the same thing with an established setting, with its own pre-existing aesthetics and mood, you end up with mechanics that feel...well, generic.</p><p></p><p>My favorite example of this...and in fact the reason I now see RPGs through this lens...is Middle Earth. First ICE slapped their "Law" system onto Middle Earth and despite their wonderfully detailed fluff it was a jarring mismatch. Decipher did better with their Middle Earth game, but something was missing. Then along came The One Ring, which was designed from the ground up with specific narrative goals in mind. It was the game that made me realize how important the design of the underlying mechanics really are if you want to do justice to a setting.</p><p></p><p>P.S. Oh, and, yeah...even as far as generic systems go I'm not a fan of 2d20, although I couldn't really put my finger on why. I understand the mathematical rationale, and it addresses that need well. It's just not...I dunno...fun. If you're going to slap a generic system on a setting, I'd go with 5e for the simple reason that more people are familiar with it.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7774907"] What I don't like about the 2d20 system is just that Modiphius takes a GURPS one-size-fits-all approach. New genre? Great, let's use 2d20! It's about more than the labels you attach to the mechanics: the mechanics themselves carry, for lack of a better word, "mood". So when you just take a generic system of mechanics, swap some labels around, and slap it onto a setting you are missing out on a big opportunity to reinforce the feeling of that setting. It's one thing to take a generic system and apply it to a generic fantasy setting, or generic sci-fi setting, or whatever. All you do is flavor the setting with the feel of the mechanics. But when you do the same thing with an established setting, with its own pre-existing aesthetics and mood, you end up with mechanics that feel...well, generic. My favorite example of this...and in fact the reason I now see RPGs through this lens...is Middle Earth. First ICE slapped their "Law" system onto Middle Earth and despite their wonderfully detailed fluff it was a jarring mismatch. Decipher did better with their Middle Earth game, but something was missing. Then along came The One Ring, which was designed from the ground up with specific narrative goals in mind. It was the game that made me realize how important the design of the underlying mechanics really are if you want to do justice to a setting. P.S. Oh, and, yeah...even as far as generic systems go I'm not a fan of 2d20, although I couldn't really put my finger on why. I understand the mathematical rationale, and it addresses that need well. It's just not...I dunno...fun. If you're going to slap a generic system on a setting, I'd go with 5e for the simple reason that more people are familiar with it. [/QUOTE]
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