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<blockquote data-quote="Ratskinner" data-source="post: 6176169" data-attributes="member: 6688937"><p>I think I would add that for games which have mechanics that when compared to D&D are more universal, less complicated, and more loose or less simulative (I hesitate to say abstract or metagame) that the game can play <em>mechanically</em> very similarly between groups, while producing very different narratives. Which I think muddies the whole idea of a "pemertonian" style of one of these games. Which is to say, [MENTION=42582]pemerton[/MENTION] and I might run two different groups through a game and produce two entirely different narratives and feels, yet neither of us would need to actually houserule any particular mechanical aspect of the game to achieve this. I would think that games like MHRP, FATE Core (especially the Accelerated version), and a few others would fall into this group. So, players of either group, would still be able to "translate" their experiences directly between groups. (None of which <em>prevents</em> people from fiddling with those simple rules, in fact both MHRP and FATE are imminently hackable to emphasize one thing or another in the narrative.)</p><p></p><p>I would also note that both MHRP and FATE have reputations within their communities as being easier for rpg newbies than for veterans of D&D or other traditional rpgs. IME with FATE, this is well-earned. (In fact, I've seen a group of 8-11 year old girls playing a "Percy Jackson" style game of FATE Accelerated pick the game up almost without help from me.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6176169, member: 6688937"] I think I would add that for games which have mechanics that when compared to D&D are more universal, less complicated, and more loose or less simulative (I hesitate to say abstract or metagame) that the game can play [I]mechanically[/I] very similarly between groups, while producing very different narratives. Which I think muddies the whole idea of a "pemertonian" style of one of these games. Which is to say, [MENTION=42582]pemerton[/MENTION] and I might run two different groups through a game and produce two entirely different narratives and feels, yet neither of us would need to actually houserule any particular mechanical aspect of the game to achieve this. I would think that games like MHRP, FATE Core (especially the Accelerated version), and a few others would fall into this group. So, players of either group, would still be able to "translate" their experiences directly between groups. (None of which [I]prevents[/I] people from fiddling with those simple rules, in fact both MHRP and FATE are imminently hackable to emphasize one thing or another in the narrative.) I would also note that both MHRP and FATE have reputations within their communities as being easier for rpg newbies than for veterans of D&D or other traditional rpgs. IME with FATE, this is well-earned. (In fact, I've seen a group of 8-11 year old girls playing a "Percy Jackson" style game of FATE Accelerated pick the game up almost without help from me.) [/QUOTE]
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