Thomas Shey
Legend
There is no such thing as too much gonzo in GW!
While I like my post apocalypse a bit more fanciful than something like Twilight 2000, over time I've found there's an upper limit.
There is no such thing as too much gonzo in GW!
Oh, sure, there are lots of different kinds of PA. In general, I actually prefer something more on the Fallout scale of weirdness. I'm just saying that GW in particular is supposed to be gonzo, Thundarr level weird.While I like my post apocalypse a bit more fanciful than something like Twilight 2000, over time I've found there's an upper limit.
Oh, sure, there are lots of different kinds of PA. In general, I actually prefer something more on the Fallout scale of weirdness. I'm just saying that GW in particular is supposed to be gonzo, Thundarr level weird.
Really simple:I don't understand this attitude, which yoiu see fairly common. I think it is based around the idea that sci-fi and classes don't go together, but I don't buy that either. 5E works just as well for sci-fi as it does fantasy -- which is to say, it works okay if you do what 5E is good at (ie low stakes action adventure).
It'd still be lockstep to the Campbellian Monomyth.Star Wars is science fantasy, but the d20 Star Wars successfully argues that class-and-level can work with sci-fi. It would not have taken much to take that game and hammer it into a purely science fiction game.
Not just inertia. The tie to the monomyth isn't even a good fit for all Fantasy, just that more fantasy uses the monomyth than SF or SO does.I think the class-and-level = fantasy thing is just historical inertia.
GW works fine with a monomyth approach.(That said, I don't think everything should be built on a D&D chassis, just that WotC is probably more likely to do that with Gamma World than to sell a separate system.)
That is an incredibly sweeping generalization and not one I think is particularly accurate.Most Sci Fi presents competent heroes without adding Monomyth-style growth.
I don't think class and level have anything to do with philosophy --they are gamist constructs meant to define the character and reward the player, respectively.
What does that have to do with expectations of sci-fi that isn't also an expectation of fantasy, though?But they also demand a certain set of borders and a certain degree of chunkiness in advancement. Its theoretically possible to avoid that, but when you do to a large extent you're not really having them serve any purpose (this was true to a large extent with Alternity; it would have been possible to pry the class function off the system and have almost no one notice the difference, and the level function mostly served as a gate to certain abilities rather than doing anything else, since you still had to buy them with skill points).
What does that have to do with expectations of sci-fi that isn't also an expectation of fantasy, though?