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FantasyCraft – Social Mechanics, Gear, Skills, & Holdings
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<blockquote data-quote="Azgulor" data-source="post: 4948880" data-attributes="member: 14291"><p><strong>FantasyCraft – Social Mechanics, Gear, Skills, & Holdings</strong></p><p></p><p>I’ve seen some preliminary posts about Crafty’s new FantasyCraft game and I’m liking what I’ve read thus far. The preview also looks promising. However, most of the discussion thus far has centered on races, classes, & NPCs. Since I already own Spycraft 2.0, I never really doubted that Crafty-Games could do those things well.</p><p></p><p>However, I’d like to get some opinions on other, less traditional aspects of FantasyCraft, specifically:</p><p></p><p>Social Mechanics – I see this alluded to quite a bit. Is this strictly done via the revised skills & the Lifestyle rules? How do FC’s social mechanics make it different from your standard OGL game?</p><p></p><p>Lifestyle – how does Panache and Prudence work? Can it handle the rise and fall of PC fortunes or does it always assume an escalating scale?</p><p></p><p>Gear – Silver standard, less complex than SC 2.0. What does that mean compared to other OGL games?</p><p></p><p>Skills – Too consolidated? For example, in SC 2.0, I didn’t like that if you could do First Aid, you could effectively do Surgery as well.</p><p></p><p>Holdings – This one has me very intrigued. I’ve got 3rd-party OGL material for ruling a manor/town/nation but they don’t really apply to businesses, guilds, academies, universities, churches, etc. Does this finally provide easy-to-integrate mechanics for this?</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Azgulor, post: 4948880, member: 14291"] [b]FantasyCraft – Social Mechanics, Gear, Skills, & Holdings[/b] I’ve seen some preliminary posts about Crafty’s new FantasyCraft game and I’m liking what I’ve read thus far. The preview also looks promising. However, most of the discussion thus far has centered on races, classes, & NPCs. Since I already own Spycraft 2.0, I never really doubted that Crafty-Games could do those things well. However, I’d like to get some opinions on other, less traditional aspects of FantasyCraft, specifically: Social Mechanics – I see this alluded to quite a bit. Is this strictly done via the revised skills & the Lifestyle rules? How do FC’s social mechanics make it different from your standard OGL game? Lifestyle – how does Panache and Prudence work? Can it handle the rise and fall of PC fortunes or does it always assume an escalating scale? Gear – Silver standard, less complex than SC 2.0. What does that mean compared to other OGL games? Skills – Too consolidated? For example, in SC 2.0, I didn’t like that if you could do First Aid, you could effectively do Surgery as well. Holdings – This one has me very intrigued. I’ve got 3rd-party OGL material for ruling a manor/town/nation but they don’t really apply to businesses, guilds, academies, universities, churches, etc. Does this finally provide easy-to-integrate mechanics for this? Thanks! [/QUOTE]
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