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<blockquote data-quote="GMMichael" data-source="post: 9714793" data-attributes="member: 6685730"><p>Matter of opinion, I guess. D&D has a decent amount of lore that ties to some mechanisms. High character level is a powerful entity. Spellcasting ties pretty well to the fictional wizards (and was even named after some). But for all the flashy, high-fantasy action that the lore implies, the combat rules still feel like a slow game of chess to me.</p><p></p><p></p><p>I'll buy that for a dollar. Rules can funnel a player's ideas into what the game is <em>supposed</em> to be, but it's not necessary. A PC-vampire can get weak or feral when she hasn't fed recently, whether or not there's a rule that makes you compare in-game hours to your Blood Points. But if the Blood Points rule is based on Hit Points, which are in turn ambiguous on whether or not physical contact is actually required, the rules can get in the way.</p><p></p><p></p><p>More like, you <em>can</em> apply some tools. It depends on how generic that system is. If the base system incorporates hit location rules, it's pointing at one type of game and away from another.</p><p></p><p>I'd like to know how well Dungeon Fantasy turns GURPS into a fantasy-lore-friendly game, and if anyone thought GURPS does fantasy better than Dungeon Fantasy does.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9714793, member: 6685730"] Matter of opinion, I guess. D&D has a decent amount of lore that ties to some mechanisms. High character level is a powerful entity. Spellcasting ties pretty well to the fictional wizards (and was even named after some). But for all the flashy, high-fantasy action that the lore implies, the combat rules still feel like a slow game of chess to me. I'll buy that for a dollar. Rules can funnel a player's ideas into what the game is [I]supposed[/I] to be, but it's not necessary. A PC-vampire can get weak or feral when she hasn't fed recently, whether or not there's a rule that makes you compare in-game hours to your Blood Points. But if the Blood Points rule is based on Hit Points, which are in turn ambiguous on whether or not physical contact is actually required, the rules can get in the way. More like, you [I]can[/I] apply some tools. It depends on how generic that system is. If the base system incorporates hit location rules, it's pointing at one type of game and away from another. I'd like to know how well Dungeon Fantasy turns GURPS into a fantasy-lore-friendly game, and if anyone thought GURPS does fantasy better than Dungeon Fantasy does. [/QUOTE]
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