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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: 8316386" data-attributes="member: 82106"><p>IMHO Ignoring 90% of the rules isn't the issue. The issue is what is the AGENDA? D&D has no rules for managing the state of relationships between different characters, for instance. Nor for modelling factions, as another example of something you might want. It has no measures of incremental success or failure, nor even a notion of some degree of impact of an action, like levels of success. If the focus of the game is intrigue, don't I want a game which models these things? It probably also wants stronger modeling and understanding of each character's role, their personality traits, etc. All of that would have to be built with 5e, and you would probably have to modify even the skill system to get there, or just ignore it and build something else!</p><p></p><p>Now, instead if I took Dungeon World and did it, well, it does lack specific moves that relate to courtly intrigue. Still Defy Danger, Spout Lore, Discern Realities, plus some of the more socially focused playbook moves, etc. would certainly provide a start. Bonds, fronts, dooms, etc. they also seem kind of useful here. I mean, sure, you will throw out the 'combat rules', but guess what? DW doesn't actually HAVE combat rules! Neither does FitD, and it might even be a closer match, as it has clocks and a more generalized system to deal with opposed organizations, who they are related to and how, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8316386, member: 82106"] IMHO Ignoring 90% of the rules isn't the issue. The issue is what is the AGENDA? D&D has no rules for managing the state of relationships between different characters, for instance. Nor for modelling factions, as another example of something you might want. It has no measures of incremental success or failure, nor even a notion of some degree of impact of an action, like levels of success. If the focus of the game is intrigue, don't I want a game which models these things? It probably also wants stronger modeling and understanding of each character's role, their personality traits, etc. All of that would have to be built with 5e, and you would probably have to modify even the skill system to get there, or just ignore it and build something else! Now, instead if I took Dungeon World and did it, well, it does lack specific moves that relate to courtly intrigue. Still Defy Danger, Spout Lore, Discern Realities, plus some of the more socially focused playbook moves, etc. would certainly provide a start. Bonds, fronts, dooms, etc. they also seem kind of useful here. I mean, sure, you will throw out the 'combat rules', but guess what? DW doesn't actually HAVE combat rules! Neither does FitD, and it might even be a closer match, as it has clocks and a more generalized system to deal with opposed organizations, who they are related to and how, etc. [/QUOTE]
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Indie Games Are Not More Focused. They Are Differently Focused.
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