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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8312985" data-attributes="member: 82106"><p>Why is 'score' any less 'color' than 'got my spells from my god'? I mean, you can go read about [USER=6696971]@Manbearcat[/USER] and his FitD-based Fantasy Adventuring hack. I mean, the idea of a 'score', and the other things in BitD are pretty easy to reflavor, not to mention any process tweaks to fit a slightly different genre/agenda. D&D ALWAYS involves 'delving' into SOMETHING. You can call it 'wilderness' or 'dungeon' or 'The Abyss' if you want. I guarantee there will be a laid out set of encounter areas and some sort of plot or physical constraint that will lead from one to the next, with possibly some 'sandboxing' (IE the PCs pick the next thing to engage with or simply explore for it). I don't think this is less of a pattern than BitD and its scores. Certainly BitD, as written, with all its color and whatnot, has a narrower thematic premise than D&D. I don't think that makes it less flexible in terms of adapting that premise or reflavoring its elements. </p><p></p><p>Again, I go back to that offhand example you gave in another post about 'cops'. How would you make 5e into a cop game? I mean, VERY loosely described you could do that, sure, where the cops are fantasy guys patrolling a typical D&D city! That would be a bit of a variant that wouldn't stretch the rules much (maybe at all). Dungeons would become thief dens or 'trouble spots', etc. The city government would be both patron and potentially a threat, etc. Instead of 'building a castle' or something the PCs would advance ranks to take the top cop positions in the city, or even branch out into other things. </p><p></p><p>However, if you tried to translate that game to LA in the 1960's (or even today) it would be a preposterous game. D&D Character abilities from class, race, spells, etc. are integral to play. You could eliminate most of them, but then you'd also have to eliminate the whole leveling system and process. Now you would need some other agenda, there's no 'looting stuff and getting XP to level up' agenda anymore. You're at square one, all you got from 5e was some combat rules (which don't even cover guns, certainly not well) 6 ability scores, half of which don't really fit that well, and a skill system you have to rewrite. Now you have a game which is only awkwardly able to handle the more story-focused genre (and how else can it be focused). Again, you can simply create a sort of 'modern fantasy cops' that are just D&D characters, but it will be a weird and mostly ridiculous game IMHO (heck, go for it, maybe the genre will be amazing, I don't know).</p><p></p><p>I'm not seeing the 'flexibility' here. And again, PbtA or even FitD are likely to produce a much more genre appropriate game. They certainly will need game design type work, but a lot of it will just be developing moves, or in FitD analogies to Blades 'stuff', like 'scores' might become 'busts' or something (BitD already has a Doskvol cops variant).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8312985, member: 82106"] Why is 'score' any less 'color' than 'got my spells from my god'? I mean, you can go read about [USER=6696971]@Manbearcat[/USER] and his FitD-based Fantasy Adventuring hack. I mean, the idea of a 'score', and the other things in BitD are pretty easy to reflavor, not to mention any process tweaks to fit a slightly different genre/agenda. D&D ALWAYS involves 'delving' into SOMETHING. You can call it 'wilderness' or 'dungeon' or 'The Abyss' if you want. I guarantee there will be a laid out set of encounter areas and some sort of plot or physical constraint that will lead from one to the next, with possibly some 'sandboxing' (IE the PCs pick the next thing to engage with or simply explore for it). I don't think this is less of a pattern than BitD and its scores. Certainly BitD, as written, with all its color and whatnot, has a narrower thematic premise than D&D. I don't think that makes it less flexible in terms of adapting that premise or reflavoring its elements. Again, I go back to that offhand example you gave in another post about 'cops'. How would you make 5e into a cop game? I mean, VERY loosely described you could do that, sure, where the cops are fantasy guys patrolling a typical D&D city! That would be a bit of a variant that wouldn't stretch the rules much (maybe at all). Dungeons would become thief dens or 'trouble spots', etc. The city government would be both patron and potentially a threat, etc. Instead of 'building a castle' or something the PCs would advance ranks to take the top cop positions in the city, or even branch out into other things. However, if you tried to translate that game to LA in the 1960's (or even today) it would be a preposterous game. D&D Character abilities from class, race, spells, etc. are integral to play. You could eliminate most of them, but then you'd also have to eliminate the whole leveling system and process. Now you would need some other agenda, there's no 'looting stuff and getting XP to level up' agenda anymore. You're at square one, all you got from 5e was some combat rules (which don't even cover guns, certainly not well) 6 ability scores, half of which don't really fit that well, and a skill system you have to rewrite. Now you have a game which is only awkwardly able to handle the more story-focused genre (and how else can it be focused). Again, you can simply create a sort of 'modern fantasy cops' that are just D&D characters, but it will be a weird and mostly ridiculous game IMHO (heck, go for it, maybe the genre will be amazing, I don't know). I'm not seeing the 'flexibility' here. And again, PbtA or even FitD are likely to produce a much more genre appropriate game. They certainly will need game design type work, but a lot of it will just be developing moves, or in FitD analogies to Blades 'stuff', like 'scores' might become 'busts' or something (BitD already has a Doskvol cops variant). [/QUOTE]
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