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Flavour First vs Game First - a comparison
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<blockquote data-quote="Mallus" data-source="post: 4457892" data-attributes="member: 3887"><p>Are you familiar with Champions or Mutants and Masterminds (both are effects-based point-buy superhero RPGs)? They are fine examples of systems which focus on providing mechanical frameworks for character abilities, with mere suggestions on how to define ("flavor") them in-game. For example, a ranged attack power could be a bolt of lightning from a hero's fingertips, a laser beam from his battlesuit, a fireball from his wand, a razor-edged boomerang, etc. They'd all be same mechanics-wise, outside of the modifiers you could choose to apply. The specific flavor would be up to the player to provide. </p><p></p><p>I have a Mutants and Masterminds character that's the Egyptian God of Mexican Wrestling; he can paralyze enemies using the secrets of "Ka-Wrestling", which tie of their seven souls into knots (a base power called Snare, which covers things like Spiderman's entangling webs or Iceman trapping someone in a block of ice), weaken their powers with a hold called the Khonsuplex (a base power called Drain), or use his super-secret "Cheops Drop" move that summons a pyramid out thin air and drops it on opponents (the area attack form of the Create Object power).</p><p></p><p>I could <em>never</em> have created this character without the ability to overlay my own "flavor" onto the game mechanics, and I'm fairly certain that I''ll never find a game which included flavor like this to start with.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4457892, member: 3887"] Are you familiar with Champions or Mutants and Masterminds (both are effects-based point-buy superhero RPGs)? They are fine examples of systems which focus on providing mechanical frameworks for character abilities, with mere suggestions on how to define ("flavor") them in-game. For example, a ranged attack power could be a bolt of lightning from a hero's fingertips, a laser beam from his battlesuit, a fireball from his wand, a razor-edged boomerang, etc. They'd all be same mechanics-wise, outside of the modifiers you could choose to apply. The specific flavor would be up to the player to provide. I have a Mutants and Masterminds character that's the Egyptian God of Mexican Wrestling; he can paralyze enemies using the secrets of "Ka-Wrestling", which tie of their seven souls into knots (a base power called Snare, which covers things like Spiderman's entangling webs or Iceman trapping someone in a block of ice), weaken their powers with a hold called the Khonsuplex (a base power called Drain), or use his super-secret "Cheops Drop" move that summons a pyramid out thin air and drops it on opponents (the area attack form of the Create Object power). I could [i]never[/i] have created this character without the ability to overlay my own "flavor" onto the game mechanics, and I'm fairly certain that I''ll never find a game which included flavor like this to start with. [/QUOTE]
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