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General Tabletop Discussion
*TTRPGs General
If you were going to build a Studio Ghibli/Zelda-flavored campaign, what elements would you include?
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<blockquote data-quote="aramis erak" data-source="post: 9056993" data-attributes="member: 6779310"><p>The two are VERY different from my point of view.</p><p></p><p>Ghibli - protagonists as fish out of water, but relishing it. Positive thinking leads to positive outcomes. Continuity is not even in the top five priorities... Non-violent solutions should dominate; I'd go for a system with much opportunity for auto-success. Tho' there are a few games grounded in Ghibli already in print, at least 2 in English...</p><p></p><p>Zelda - The videogame is dex and puzzles. Plus keyed items. System needs to be fairly light, not «class and level», and be able to distinguish the various kindreds - Hylian, Zora, Goron, Koroks, Kokiri, Rito, Gerudo, Shiekah, Subrosians... goals which are at odds with each other unless using a vagueness-using mechanic like 2d20 Traits or Fate aspects. (Other games with aspects that I've read make them far more concrete and setting definitional.) It needs to be a system that gives tactics better than the videogames' «walk up and swing»... Combat can easily overrun it. I've looked at a bunch of attempts to do it in existing games, but, being grounded in the top-downs, having finished only the original and windwaker - and both of those twice... (I hated TLoZ:TP... the only one I hated.) Favorites to play now are WW and Skyward Sword, but if I can find OoA and OoS, those will get replayed. (Forgot - I did finish 4-sword... both alone and coop.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9056993, member: 6779310"] The two are VERY different from my point of view. Ghibli - protagonists as fish out of water, but relishing it. Positive thinking leads to positive outcomes. Continuity is not even in the top five priorities... Non-violent solutions should dominate; I'd go for a system with much opportunity for auto-success. Tho' there are a few games grounded in Ghibli already in print, at least 2 in English... Zelda - The videogame is dex and puzzles. Plus keyed items. System needs to be fairly light, not «class and level», and be able to distinguish the various kindreds - Hylian, Zora, Goron, Koroks, Kokiri, Rito, Gerudo, Shiekah, Subrosians... goals which are at odds with each other unless using a vagueness-using mechanic like 2d20 Traits or Fate aspects. (Other games with aspects that I've read make them far more concrete and setting definitional.) It needs to be a system that gives tactics better than the videogames' «walk up and swing»... Combat can easily overrun it. I've looked at a bunch of attempts to do it in existing games, but, being grounded in the top-downs, having finished only the original and windwaker - and both of those twice... (I hated TLoZ:TP... the only one I hated.) Favorites to play now are WW and Skyward Sword, but if I can find OoA and OoS, those will get replayed. (Forgot - I did finish 4-sword... both alone and coop.) [/QUOTE]
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Community
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If you were going to build a Studio Ghibli/Zelda-flavored campaign, what elements would you include?
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