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Grade the Forged in the Dark System
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<blockquote data-quote="Ruin Explorer" data-source="post: 9309655" data-attributes="member: 18"><p>It's slightly difficult to grade FitD as a system for me because, unlike most non-D&D RPGs, FitD has absolutely insane differences in how individual groups understand and use the rules. Like night and day differences. And the FitD community just seems to take this as read, even though it can turn the game from trash to amazing, or amazing to trash if you understand the rules to operate in certain ways or the game to be played in certain ways. Every criticism I've made of FitD, and there have been many, someone has come out with a "Oh you don't have to run it that way, here's a much better way!" and their way genuinely is better, and solves the problem, but see how I was supposed to get that out of the actual rules or text on running the game, because AFAICT, it's not in them. It seems like if you approach it as an RPG system, you can just like, go ahead and play RAW/RAI, you're making a terrible mistake. If you approach as a toolbox of ideas for making an RPG loosely constructed from the constituent parts, which you may frequently modify and update, that's going to work a lot better. This surprised me a lot because in general PtbA games functioned just fine if you played them as directed - indeed some malfunctioned unless you played them as directed.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9309655, member: 18"] It's slightly difficult to grade FitD as a system for me because, unlike most non-D&D RPGs, FitD has absolutely insane differences in how individual groups understand and use the rules. Like night and day differences. And the FitD community just seems to take this as read, even though it can turn the game from trash to amazing, or amazing to trash if you understand the rules to operate in certain ways or the game to be played in certain ways. Every criticism I've made of FitD, and there have been many, someone has come out with a "Oh you don't have to run it that way, here's a much better way!" and their way genuinely is better, and solves the problem, but see how I was supposed to get that out of the actual rules or text on running the game, because AFAICT, it's not in them. It seems like if you approach it as an RPG system, you can just like, go ahead and play RAW/RAI, you're making a terrible mistake. If you approach as a toolbox of ideas for making an RPG loosely constructed from the constituent parts, which you may frequently modify and update, that's going to work a lot better. This surprised me a lot because in general PtbA games functioned just fine if you played them as directed - indeed some malfunctioned unless you played them as directed. [/QUOTE]
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