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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="DrunkonDuty" data-source="post: 8312593" data-attributes="member: 54364"><p>I don't find DnD (and anything built on the chassis like PF) to be all that flexible. In the olden days I tried using DnD to play different genres. At best it did okay, but never great. There are just things built into the system that don't work well for anything other than a traditional DnD game. </p><p></p><p>Spell casters become the be all and end of all of much of the game at even mid-level. For example, the spell system rapidly becomes: Spell X trumps situation Y, unless someone trumps spell X with spell Z. This is a poor fit for many (most?) types of stories.</p><p></p><p>Another area I find DnD poor at is long duration stories. Thanks to the steep power curve of the levelling system stories that go on for a while will either become a rather different story, at least in style*, or be rendered inert by the new powers that are made available. For example, I don't find it easy to run a mystery (say a long term mystery like the X-Files) across a wide range of levels thanks to all the divination spells that become available. Globe trotting adventures in which the journey plays a large part become kinda moot with teleportation.</p><p></p><p></p><p></p><p>*I have found Adventure Paths to be guilty of this.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8312593, member: 54364"] I don't find DnD (and anything built on the chassis like PF) to be all that flexible. In the olden days I tried using DnD to play different genres. At best it did okay, but never great. There are just things built into the system that don't work well for anything other than a traditional DnD game. Spell casters become the be all and end of all of much of the game at even mid-level. For example, the spell system rapidly becomes: Spell X trumps situation Y, unless someone trumps spell X with spell Z. This is a poor fit for many (most?) types of stories. Another area I find DnD poor at is long duration stories. Thanks to the steep power curve of the levelling system stories that go on for a while will either become a rather different story, at least in style*, or be rendered inert by the new powers that are made available. For example, I don't find it easy to run a mystery (say a long term mystery[I] [/I]like the X-Files) across a wide range of levels thanks to all the divination spells that become available. Globe trotting adventures in which the journey plays a large part become kinda moot with teleportation. *I have found Adventure Paths to be guilty of this. [/QUOTE]
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