Piratecat said:What does your list look like?
Piratecat said:Jeez, I forgot to put Synnibar on my list. How could I forget to put Synnibar on my list?
Oh yeah. I don't want to play it.
Well, i only have the core book and the technomages supplement. So far, the setting info is awesome. The mechanics are so-so. Which is part of why i don't have more--like most D20 System books, there's a lot of crunch, so when the crunch underwhelms me, i'm disinclined to pay full price. Anyway, only flipped through the Earth Alliance book, so i don't have an opinion on it. But the Technomages book can sort of illustrate my point: i love the flavor, but they've taken beings that're supposed to be so scary-powerful that they can undermine empires and single-handedly destroy battlecruisers, and attempted to make them balanced. I would've just said to hell with balance. So, according to the flavor text, a 5th-8th level technomage is one of those ship-destroyers, and a 13th-level technomage is a world-shaker. I haven't looked close enough to be certain, but at a cursory read-through, they don't look like the mechanics make them anywhere near as powerful as the flavor text. It reminds me of the hit point situation in the core rulebook: it feels like they moderated the differences from D&D3E, favoring compatibility with baseline D20 System over fidelity to the source. That may not be the case--they might simply have a difference of opinion over interpreting; but that's what it feels like. OTOH, for those who want to do crossovers, they've covered the bases: there's a sidebar addressing how technomagic and real magic interact.Jürgen Hubert said:I've heard that the Earth Alliance supplement is supposed to be pretty bad, though. How's the quality of the rest of the supplement?
Ahem, it is written by the good Baron himself. It is merely transcribed and edited by James Wallis, who is of Hogshead, not Cheapass, fame.Eridanis said:A book I bought years ago and have never had chance to play is the BARON MUNCHAUSEN game. Basically, it's an excuse for good friends to get together and tell tall tales. It's written by the Cheapass Games guru - don't remember his name off the top of my head. One of these days...
That change doesn't make it any less gamist, it makes it less complex. The basis for determining the result of an action is still a combination of your character's abilities (simulationist) and whether or not you succeed (gamist). To make it less gamist, or, more specifically, more narrativist, you'd have to use other criteria to resolve actions. Frex, how appropriate the result is to the story. If, frex, it would be very difficult to hurt the Big Bad when you encountered her the first time, and very easy to hurt her when it was the climax of the story (assuming the circumstances within the gameworld were identical in both situations), that would be a narrativist mechanism. To pick some specific examples of more narrativist mechanics: Feng Shui, where you get a bonus for doing something cool, instead of a penalty because it's difficult. Dust Devils and Donjon are great examples of narrativist systems: both of them revolve around not success at an action (a very gamist construct) but narrative control of the action--a successful roll doesn't mean you succeed, it means you get to decide what happens, whether that be success or failure, or something else. Story Engine is a good example of a gamist/narrativist system, where you resolve actions based on how many resources you can bring to bear, but essentially bid other resources (various capabilities) to have control over the situation. Another narrativist/gamist mechanic would be flashbacks in Marvel Universe, where the player can once per session invoke a cut scene, which lets them narrate a bit of backstory, and thus get a bonus on their current action. Even having a rule like OtE or Sorcerer has that requires you to be creative in your attacks is a move in the narrativist direction. (In Over the Edge, each time after the first, in a given combat, that you use the same description for an attack, you take a cumulative penalty on the attack roll. A new description for each attack roll is the norm. And coming up with a really cool and original description for your attack gives you a bonus.)Planesdragon said:There is (at least in the previews) a major change to the basic resolution that moves it from dice-chucking to "role-playing game with minimal rules." Instead of a combat action taking three to four seperate rolls, they now only take one. It's possible to be "so good that you can't be touched" just by having enough defenses to take all the attacker's dice away -- which means a lot less rolling and a lot more, well, storytelling.
I'd love to hear what you think would be a "less gamist" system than this one, woodelf.