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Flavour First vs Game First - a comparison
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<blockquote data-quote="Cadfan" data-source="post: 4458836" data-attributes="member: 40961"><p>You're not getting it.</p><p> </p><p>Its not that these characters never lose their items. They lose them all the time! It creates dramatic tension, and then they get the item back. And its not like they never share items- they share them all the time! It mixes things up, and then they get the item back.</p><p> </p><p>And sure, they utilize their surroundings and come up with plans and such.</p><p> </p><p>But after Spiderman defeats the Green Goblin, he doesn't gank the Goblin's sled and start flying around. He could. There's no reason he couldn't. But he doesn't because it violates genre convention, which treats gadgets like they're part of the superhero. A detachable part, to be sure, but one which long term is part of who the character is.</p><p> </p><p>Superhero RPGs adhere to that genre convention. As a result, they need different rules for gadgets and loot than you need in a fantasy RPG, where slaying the lich-king and stealing his sword is a key part of the story.</p><p> </p><p>There are several ways gadgets get handled.</p><p> </p><p>One time gadgets get handled like they do in comic books. They exist for an episode, then they go away.</p><p> </p><p>Long term gadgets are part of the character's stats.</p><p> </p><p>Sometimes, a propensity to create gadgets is an attribute that a character can purchase. This lets him create short term gadgets more easily.</p><p> </p><p>Fantasy games often have a sort of Medieval McGuyver thing going on, where the party has a ten foot pole, a sack of sand, a waterskin, 50 feet of hempen rope, and a weasel- and with that they're going to slay a dragon in his own lair. That's not the sort of story that superhero games typically strive to embody.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4458836, member: 40961"] You're not getting it. Its not that these characters never lose their items. They lose them all the time! It creates dramatic tension, and then they get the item back. And its not like they never share items- they share them all the time! It mixes things up, and then they get the item back. And sure, they utilize their surroundings and come up with plans and such. But after Spiderman defeats the Green Goblin, he doesn't gank the Goblin's sled and start flying around. He could. There's no reason he couldn't. But he doesn't because it violates genre convention, which treats gadgets like they're part of the superhero. A detachable part, to be sure, but one which long term is part of who the character is. Superhero RPGs adhere to that genre convention. As a result, they need different rules for gadgets and loot than you need in a fantasy RPG, where slaying the lich-king and stealing his sword is a key part of the story. There are several ways gadgets get handled. One time gadgets get handled like they do in comic books. They exist for an episode, then they go away. Long term gadgets are part of the character's stats. Sometimes, a propensity to create gadgets is an attribute that a character can purchase. This lets him create short term gadgets more easily. Fantasy games often have a sort of Medieval McGuyver thing going on, where the party has a ten foot pole, a sack of sand, a waterskin, 50 feet of hempen rope, and a weasel- and with that they're going to slay a dragon in his own lair. That's not the sort of story that superhero games typically strive to embody. [/QUOTE]
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