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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Ratskinner" data-source="post: 6196247" data-attributes="member: 6688937"><p>I would agree that it failed in that manner. The bizarre thing to me is when I see folks who are strictly <em>players</em> objecting to the replacement of GM force. ::shrug:: I will say that I think Forge's particular approach to it has something to do with it. I think it lead to a style of presentation and culture with a penchant for obfuscatory language and made many of those games extremely hard to just pick up a book and play. (I doesn't help when you go on a forum/list with a question and the author of the game <em>literally</em> tells you that you're playing it wrong.) FATE, descended from FUDGE, learned a bit from the Forge, but definitely is/was its own beast and came from a different culture. It seems resistant to the confusion, obscurity, and often venom that seems to shroud the Forge games. ...not that FATE is supplanting D&D or anything.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I <em>do </em>sometimes wonder about how much the Forge community's attitudes (and failed reaction rolls <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) have "poisoned the well" for some very interesting and outré mechanics. I've met many gamers that are quite hostile about the Forge, and feel that it was a very snobby community that talked down to gamers of their ilk. Obviously I have no way of knowing whether the reception of any given mechanical idea was hampered by this. However, I <em>do</em> think that popularity of 13th Age and FATE (especially continued chatter about their OUT/Backgrounds and Aspects, respectively) indicates that the general audience is willing to accept what I might term "open-descriptor" mechanics, at least for some (mostly non-combat) purposes.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6196247, member: 6688937"] I would agree that it failed in that manner. The bizarre thing to me is when I see folks who are strictly [I]players[/I] objecting to the replacement of GM force. ::shrug:: I will say that I think Forge's particular approach to it has something to do with it. I think it lead to a style of presentation and culture with a penchant for obfuscatory language and made many of those games extremely hard to just pick up a book and play. (I doesn't help when you go on a forum/list with a question and the author of the game [I]literally[/I] tells you that you're playing it wrong.) FATE, descended from FUDGE, learned a bit from the Forge, but definitely is/was its own beast and came from a different culture. It seems resistant to the confusion, obscurity, and often venom that seems to shroud the Forge games. ...not that FATE is supplanting D&D or anything.:) I [I]do [/I]sometimes wonder about how much the Forge community's attitudes (and failed reaction rolls :)) have "poisoned the well" for some very interesting and outré mechanics. I've met many gamers that are quite hostile about the Forge, and feel that it was a very snobby community that talked down to gamers of their ilk. Obviously I have no way of knowing whether the reception of any given mechanical idea was hampered by this. However, I [I]do[/I] think that popularity of 13th Age and FATE (especially continued chatter about their OUT/Backgrounds and Aspects, respectively) indicates that the general audience is willing to accept what I might term "open-descriptor" mechanics, at least for some (mostly non-combat) purposes. [/QUOTE]
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