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How Much Do You Care About Novelty?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9636933" data-attributes="member: 75787"><p>I’m with [USER=177]@Umbran[/USER] in not seeing that strong tropes limits innovation, or vice versa. Numenéra, for example, has very strong tropes, but has a relatively innovative resolution system where “spending” core stats affects the action being taken. Plus a few other ones.</p><p></p><p>For me, there are systems I am happy with for most genres, so for a game to be worthwhile to me, it must be innovative. If it doesn’t do anything new, then I have no need of it. The only exception might be a very focused game where it cuts down to a few pages of rules that work perfectly for a game I want to play.</p><p></p><p>It’s why I don’t play 5E. It just doesn’t offer anything I cannot find in either 13th Age, PF2, D&D4E or FATE, all of which pre-date it. Basically anything new coming along has to compete with existing systems, and if it doesn’t find a niche that has yet to be explored, it dies. It’s not a bad RPG, it’s just unnecessary.</p><p></p><p>I have been trying out The One Ring, which has a number of innovative systems that fit Tolkien’s world better than the above set of games (and MERP, which I ran for 4 years). It adds value. I also tried Aliens from Free League, which had some innovations, but the system is pretty weak for campaign play and so I’m not likely to use it. But I tried it out because it was innovative.</p><p></p><p>[BTW, I’m using innovative in a broad sense; not limiting it to ‘never done before in any system’, instead more generally assuming it means ‘some thing or combination of things that make the game feel very different to others in the same space’]</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9636933, member: 75787"] I’m with [USER=177]@Umbran[/USER] in not seeing that strong tropes limits innovation, or vice versa. Numenéra, for example, has very strong tropes, but has a relatively innovative resolution system where “spending” core stats affects the action being taken. Plus a few other ones. For me, there are systems I am happy with for most genres, so for a game to be worthwhile to me, it must be innovative. If it doesn’t do anything new, then I have no need of it. The only exception might be a very focused game where it cuts down to a few pages of rules that work perfectly for a game I want to play. It’s why I don’t play 5E. It just doesn’t offer anything I cannot find in either 13th Age, PF2, D&D4E or FATE, all of which pre-date it. Basically anything new coming along has to compete with existing systems, and if it doesn’t find a niche that has yet to be explored, it dies. It’s not a bad RPG, it’s just unnecessary. I have been trying out The One Ring, which has a number of innovative systems that fit Tolkien’s world better than the above set of games (and MERP, which I ran for 4 years). It adds value. I also tried Aliens from Free League, which had some innovations, but the system is pretty weak for campaign play and so I’m not likely to use it. But I tried it out because it was innovative. [BTW, I’m using innovative in a broad sense; not limiting it to ‘never done before in any system’, instead more generally assuming it means ‘some thing or combination of things that make the game feel very different to others in the same space’] [/QUOTE]
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