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Flavour First vs Game First - a comparison
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<blockquote data-quote="Hussar" data-source="post: 4478167" data-attributes="member: 22779"><p>I believe RC is trying to say that an RPG must be more meaty than simply fun.</p><p></p><p>Again, it's totally a mileage may vary sort of thing. I love the crap out of fun movies. While I'm not against something like The Deerhunter, or Deliverance, given the fact that i'm going to be doing this every week for several hours at a time, I'll go with fun over substance.</p><p></p><p></p><p></p><p>Now here we have a bit of a disconnect. I feel that it's the DM's job of creating the feel of the game. The mechanics are just tools for resolving actions, nothing more. If the tools don't allow me to resolve the actions without forcing a player to go watch TV for three hours, then those tools are not good.</p><p></p><p>Heck, I added AP's to my Savage Tide game specifically for this. Then tied the AP's to the character's backgrounds (referencing background gains you AP's) to ensure that a particular feel was kept. So long as you have AP's in my game, you cannot die. Any attack that takes you below -10 costs you all your current AP's and leaves you stable at -9. It is possible to die, but, difficult. And certainly far more difficult than standard 3e which I find way too lethal.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4478167, member: 22779"] I believe RC is trying to say that an RPG must be more meaty than simply fun. Again, it's totally a mileage may vary sort of thing. I love the crap out of fun movies. While I'm not against something like The Deerhunter, or Deliverance, given the fact that i'm going to be doing this every week for several hours at a time, I'll go with fun over substance. Now here we have a bit of a disconnect. I feel that it's the DM's job of creating the feel of the game. The mechanics are just tools for resolving actions, nothing more. If the tools don't allow me to resolve the actions without forcing a player to go watch TV for three hours, then those tools are not good. Heck, I added AP's to my Savage Tide game specifically for this. Then tied the AP's to the character's backgrounds (referencing background gains you AP's) to ensure that a particular feel was kept. So long as you have AP's in my game, you cannot die. Any attack that takes you below -10 costs you all your current AP's and leaves you stable at -9. It is possible to die, but, difficult. And certainly far more difficult than standard 3e which I find way too lethal. [/QUOTE]
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