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Fantasy RPGs that do things... different?
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<blockquote data-quote="Smeelbo" data-source="post: 5001147" data-attributes="member: 81898"><p><strong>Legends of Anglierre</strong></p><p></p><p><em>Legends of Anglerre</em> will be releasing soon from <em>Cubicle 7</em>, and will be essentially <em>FUDGE/FATE, Spirit of the Century</em> and especially <em>Starblazer Adventures</em> mechanics, but in a fantasy setting. <u>Very</u> different from earlier fantasy games, emphasizing fast, on-the-fly, collaborative role-playing with enough mechanics to <u>really</u> work. For me it may be the D&D-killer, in that it will allow me to do what I long to do, that is create action packed stories with everything I need in one book, free from dependence on the whims and capabilities of a specific publisher.</p><p> </p><p>Grittier, and with more emphasis on drama and character development is <em>Burning Wheel,</em> and its various offspring, including <em>The Blossoms Are Falling </em>and<em> Mouse Guard</em>. In D&D-type games, the rules provide you not really with a character so much as a mechanically defined avatar, like a puppet, acting however the player wishes. A D&D character is, at least game mechanicly, not even <em>really</em> a character. Roleplaying exists only in so far as each player acts upon it, and the rules do not support character in any way <em>(especially since 4E, where alignment and diety are practically without consequence)</em>. In contrast, about half the mechanics in Burning Wheel are the usual combat, skills, and conflict resolution, while the other half are <u>character</u> definition: what does the character <u>believe</u>, how do they <u>act</u>, what are their <u>relationships</u> to the world. Indeed, you cannot succeed in <em>Burning Wheel</em> without having an interesting character and acting on it. As a wise <em>Mouse Guard</em> once said, <em>"It's not what you <u>fight</u>, it's what you fight <u>for</u>."</em></p><p> </p><p>Lastly, one of the oldest, most complete, bizarre, non-western fantasy settings would be the various incarnations of <em>Tekumel, </em>aka<em> The Empire of the Petal Throne.</em> Imagine if Tolkein had been South East Asian instead of European, and had been a Dungeon Master. Sadly, every rules incarnation has been nigh unplayable, but it is a fantasticly deep setting.</p><p> </p><p>So those are different.</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 5001147, member: 81898"] [b]Legends of Anglierre[/b] [I]Legends of Anglerre[/I] will be releasing soon from [I]Cubicle 7[/I], and will be essentially [I]FUDGE/FATE, Spirit of the Century[/I] and especially [I]Starblazer Adventures[/I] mechanics, but in a fantasy setting. [U]Very[/U] different from earlier fantasy games, emphasizing fast, on-the-fly, collaborative role-playing with enough mechanics to [U]really[/U] work. For me it may be the D&D-killer, in that it will allow me to do what I long to do, that is create action packed stories with everything I need in one book, free from dependence on the whims and capabilities of a specific publisher. Grittier, and with more emphasis on drama and character development is [I]Burning Wheel,[/I] and its various offspring, including [I]The Blossoms Are Falling [/I]and[I] Mouse Guard[/I]. In D&D-type games, the rules provide you not really with a character so much as a mechanically defined avatar, like a puppet, acting however the player wishes. A D&D character is, at least game mechanicly, not even [I]really[/I] a character. Roleplaying exists only in so far as each player acts upon it, and the rules do not support character in any way [I](especially since 4E, where alignment and diety are practically without consequence)[/I]. In contrast, about half the mechanics in Burning Wheel are the usual combat, skills, and conflict resolution, while the other half are [U]character[/U] definition: what does the character [U]believe[/U], how do they [U]act[/U], what are their [U]relationships[/U] to the world. Indeed, you cannot succeed in [I]Burning Wheel[/I] without having an interesting character and acting on it. As a wise [I]Mouse Guard[/I] once said, [I]"It's not what you [U]fight[/U], it's what you fight [U]for[/U]."[/I] Lastly, one of the oldest, most complete, bizarre, non-western fantasy settings would be the various incarnations of [I]Tekumel, [/I]aka[I] The Empire of the Petal Throne.[/I] Imagine if Tolkein had been South East Asian instead of European, and had been a Dungeon Master. Sadly, every rules incarnation has been nigh unplayable, but it is a fantasticly deep setting. So those are different. [B]Smeelbo[/B] [/QUOTE]
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