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<blockquote data-quote="GMMichael" data-source="post: 9884605" data-attributes="member: 6685730"><p>Wow! Way more convenient than the previous GLOGs* I've seen. The "dice" category in the overviews doesn't seem to be doing much work; it seems to mean "you won't be able to play this game if you're missing <em>this </em>die in your set." What about diceless games?</p><p></p><p>I might like to see categories like:</p><p>GM duties - who or what adds setting, current events, or NPC decisions to the story.</p><p>Player agency - do PCs make decisions from a list of actions (even "downtime activities"), do/try whatever they want, dictate their own outcomes, dictate NPC outcomes, defer to a GM (or not). . .</p><p>Engine emphasis - what do the rules want you to do? Fight, foster relationships, forge holdfasts, forage for fruit?</p><p>Modability - Does tinkering with the rules break the game? Can you play just <em>part</em> of the game? Can you add rules (or a module of rules) to change to game into something else?</p><p></p><p>The "complexity" category looks like the most useful for me, assuming it means "amount of required rules to navigate." I'd just navigate to the Very Low/Low end. (By the way, if Cypher System is as complex as Numenera, I'd put it at Medium complexity.) </p><p>After a quick look around, I couldn't find an explanation for "accessibility" on the site, so it's not too helpful just yet.</p><p></p><p>The project is off to a great start. Give us updates!</p><p></p><p>P.S. A scroll-up-to-filters button would be nice once those filters are off-screen. Wait . . . there's one of those on my keyboard. So why have I seen that on other sites? More coffee . . .</p><p></p><p>*Giant Lists of Games.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9884605, member: 6685730"] Wow! Way more convenient than the previous GLOGs* I've seen. The "dice" category in the overviews doesn't seem to be doing much work; it seems to mean "you won't be able to play this game if you're missing [I]this [/I]die in your set." What about diceless games? I might like to see categories like: GM duties - who or what adds setting, current events, or NPC decisions to the story. Player agency - do PCs make decisions from a list of actions (even "downtime activities"), do/try whatever they want, dictate their own outcomes, dictate NPC outcomes, defer to a GM (or not). . . Engine emphasis - what do the rules want you to do? Fight, foster relationships, forge holdfasts, forage for fruit? Modability - Does tinkering with the rules break the game? Can you play just [I]part[/I] of the game? Can you add rules (or a module of rules) to change to game into something else? The "complexity" category looks like the most useful for me, assuming it means "amount of required rules to navigate." I'd just navigate to the Very Low/Low end. (By the way, if Cypher System is as complex as Numenera, I'd put it at Medium complexity.) After a quick look around, I couldn't find an explanation for "accessibility" on the site, so it's not too helpful just yet. The project is off to a great start. Give us updates! P.S. A scroll-up-to-filters button would be nice once those filters are off-screen. Wait . . . there's one of those on my keyboard. So why have I seen that on other sites? More coffee . . . *Giant Lists of Games. [/QUOTE]
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