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<blockquote data-quote="lyle.spade" data-source="post: 8351107" data-attributes="member: 30042"><p>Each IP that they've used the 2d20 system for sees the system modified to fit it, so it's not like 20 years ago when everything under the sun was d20 with levels and feats and the system was slapped over anything without modification.</p><p></p><p>Conan's pretty crunchy, with layers added on to the core mechanic. Star Trek Adventures is far more streamlined, with tweaks to the core that make it feel more like the IP at the table. Achtung! Cthulhu sits between those, in my view, and Dishonored, Dune, and John Carter are more narrative and less crunchy than Star Trek.</p><p></p><p>I've never seen a company take a core mechanic and keep it the same while also expressing, for lack of a better work, it differently for the sake of trying to help it best model a given IP. It's become my system of choice over the last few years because of this, and I've play Star Trek a lot, and they feel different from each other at the table. In Conan the players can do a lot of tactical planning and achieve cool combat synergy between them. And in Star Trek you can solve problems using gonzo science and a lot of made up technobabble. A!C sits in the middle, with great gun combat and a magic system that is far more 'friendly' to the character than in Conan, but still comes at a cost. It sounds silly, I know, but the system just works really well.</p><p></p><p>So remember: yes, it's the same company; and yes, it's the same core mechanic; but no, it's not the same system, in full in every game.</p><p></p><p>I agree that people are split on the system: love it or hate it. I run it a lot at my FLGS - different IPs of it, that is - and I have had a ton of converts who, once they get their head around how the system works and what it can do, really like it. Most of the negativity toward it, in my view, is from people who actually don't fully understand how it actually functions, and what it can accomplish by functioning that way.</p></blockquote><p></p>
[QUOTE="lyle.spade, post: 8351107, member: 30042"] Each IP that they've used the 2d20 system for sees the system modified to fit it, so it's not like 20 years ago when everything under the sun was d20 with levels and feats and the system was slapped over anything without modification. Conan's pretty crunchy, with layers added on to the core mechanic. Star Trek Adventures is far more streamlined, with tweaks to the core that make it feel more like the IP at the table. Achtung! Cthulhu sits between those, in my view, and Dishonored, Dune, and John Carter are more narrative and less crunchy than Star Trek. I've never seen a company take a core mechanic and keep it the same while also expressing, for lack of a better work, it differently for the sake of trying to help it best model a given IP. It's become my system of choice over the last few years because of this, and I've play Star Trek a lot, and they feel different from each other at the table. In Conan the players can do a lot of tactical planning and achieve cool combat synergy between them. And in Star Trek you can solve problems using gonzo science and a lot of made up technobabble. A!C sits in the middle, with great gun combat and a magic system that is far more 'friendly' to the character than in Conan, but still comes at a cost. It sounds silly, I know, but the system just works really well. So remember: yes, it's the same company; and yes, it's the same core mechanic; but no, it's not the same system, in full in every game. I agree that people are split on the system: love it or hate it. I run it a lot at my FLGS - different IPs of it, that is - and I have had a ton of converts who, once they get their head around how the system works and what it can do, really like it. Most of the negativity toward it, in my view, is from people who actually don't fully understand how it actually functions, and what it can accomplish by functioning that way. [/QUOTE]
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