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Flavour First vs Game First - a comparison
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<blockquote data-quote="Toras" data-source="post: 4458439" data-attributes="member: 13626"><p>I think my biggest problem is not either approach, but rather when someone tries to do both and then drops the ball. That is the primary difference between M&M on the onside, and Adventure on the other, and 4e and similar.</p><p></p><p>I would have been fine with 4e being constructed like a Gurps or M&M system, with rules for generating powers and items, and a few sample archtypes to start with. Hell, you wouldn't even need archtypes, though if you wanted to you could have them setup like moderns strong/smart...hero. </p><p></p><p>That would have been a better idea and really you could have saved yourself a great number of pages. Have the class/powersource splats have additional bases or mechanics, along with some more samples. Settings would have more flavor and sample powers, along with any specific powers that exist only within the setting. </p><p></p><p>Approaching it the other way works best when you take a much more rules light approach than I think that many are comfortable with. I can conjure fire and do X damage with it. Toss in stunts and a few high flying mechanics and let the players hand the rest. Cut everything down the simplest mechanics possible to remove any conflict with flavor. Let Flavor be your guide.</p><p></p><p>If you want a balance approach, than everything has to be internally consistant. It is more difficult and frankly not something you can do half or quarter assed.</p></blockquote><p></p>
[QUOTE="Toras, post: 4458439, member: 13626"] I think my biggest problem is not either approach, but rather when someone tries to do both and then drops the ball. That is the primary difference between M&M on the onside, and Adventure on the other, and 4e and similar. I would have been fine with 4e being constructed like a Gurps or M&M system, with rules for generating powers and items, and a few sample archtypes to start with. Hell, you wouldn't even need archtypes, though if you wanted to you could have them setup like moderns strong/smart...hero. That would have been a better idea and really you could have saved yourself a great number of pages. Have the class/powersource splats have additional bases or mechanics, along with some more samples. Settings would have more flavor and sample powers, along with any specific powers that exist only within the setting. Approaching it the other way works best when you take a much more rules light approach than I think that many are comfortable with. I can conjure fire and do X damage with it. Toss in stunts and a few high flying mechanics and let the players hand the rest. Cut everything down the simplest mechanics possible to remove any conflict with flavor. Let Flavor be your guide. If you want a balance approach, than everything has to be internally consistant. It is more difficult and frankly not something you can do half or quarter assed. [/QUOTE]
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