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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Celebrim" data-source="post: 6729715" data-attributes="member: 4937"><p>At one time, I considered evolving Fairy Chess into an RPG. You'd take a piece. It would have certain moves. Maybe it would have some special moves 4e style that would recharge over time. Things could take a certain number of hits, and have a certain chance of attacking successfully, and so forth. Monsters would be fairy chess pieces of their own. The dungeon would be a vast complicated board. I think that game would meet H&W's definition of a true RPG. Ironically, I'm not entirely sure it would meet my definition of it.</p><p></p><p>I think a good example of what H&W thinks a true RPG and how it should play is the RPG introduced by the game Card Hunter, both as the play of that game (which resembles an elaborate sort of fairy chess) and as the meta-story that the game is about. Now, I don't actually consider Card Hunter a true RPG, but in the color background for the game (which is very well done BTW) the players supposedly playing the game do consider it a true RPG. I can't help but hear H&W's posts in the voice of the power gaming veteran Card Hunter ex-champion cousin in that game, who is continually bemoaning that kids these days don't understand that the game is meant to be a true test of skill and not some sort of mere fun. There's even one Card Hunter adventure where the cousin is excited because the perfect DM has been invented - a computer.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6729715, member: 4937"] At one time, I considered evolving Fairy Chess into an RPG. You'd take a piece. It would have certain moves. Maybe it would have some special moves 4e style that would recharge over time. Things could take a certain number of hits, and have a certain chance of attacking successfully, and so forth. Monsters would be fairy chess pieces of their own. The dungeon would be a vast complicated board. I think that game would meet H&W's definition of a true RPG. Ironically, I'm not entirely sure it would meet my definition of it. I think a good example of what H&W thinks a true RPG and how it should play is the RPG introduced by the game Card Hunter, both as the play of that game (which resembles an elaborate sort of fairy chess) and as the meta-story that the game is about. Now, I don't actually consider Card Hunter a true RPG, but in the color background for the game (which is very well done BTW) the players supposedly playing the game do consider it a true RPG. I can't help but hear H&W's posts in the voice of the power gaming veteran Card Hunter ex-champion cousin in that game, who is continually bemoaning that kids these days don't understand that the game is meant to be a true test of skill and not some sort of mere fun. There's even one Card Hunter adventure where the cousin is excited because the perfect DM has been invented - a computer. [/QUOTE]
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Improvisation vs "code-breaking" in D&D
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