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<blockquote data-quote="The-Magic-Sword" data-source="post: 8316789" data-attributes="member: 6801252"><p>I was thinking more about how the score stuff feels, with flashbacks, the dynamics of the stress system in play, the... footing? You know the mechanic you do at the beginning of every score that influences whether they're already on the backfoot. It strikes me as something you could do, but BITD's play process would potentially work against the feeling you're trying to achieve.</p><p></p><p>But I guess that gets into the nebulous weeds of what you get from mechanics, and I've had disconnects that seem to come down to differences in how the texture of play is percieved. For me, the texture of the mechanics seem to do a lot more work in Story Now, which seems like a good thing, but its kinda a double edged sword, stronger game feel at the core mechanics of the game can be overpowering when you're deliberately working against them. </p><p></p><p>In a sense something like pf2e's core is less concerned with evoking a specific theme, but instead all of the content layered on top of it evokes that feel, so its very easy to curate because the ststem's skeleton is neutral to what you're trying to do.</p><p></p><p>To put it in another way, the mechanical texture is in how a class feature or feat works instead of at the game's core. So this means a class can be given a mechanical system like stress, or spell slots, or pursue a lead, to evoke a specific feel, but it still interacts with the game's core mechanic that everyone else interacts with. </p><p></p><p>To summarize, the texture of the score is non optional in BITD, but its Pathfinder equivalent would be a modular piece that you could use or not use where apropo. I'd go so far as to say, that if Forged in the Dark were designed to be played in its own right rather than as a design basis, it would be an apt comparison to the level of mechanical texture present in 5e or PF's core mechanic. </p><p></p><p>They all still do some texture work, but less than the fully realized FITD game like Torchbearer or BITD woulf... or a specific AP with supporting mechanics or a well curated homebrew that employs the right subsystems and options for its experience.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8316789, member: 6801252"] I was thinking more about how the score stuff feels, with flashbacks, the dynamics of the stress system in play, the... footing? You know the mechanic you do at the beginning of every score that influences whether they're already on the backfoot. It strikes me as something you could do, but BITD's play process would potentially work against the feeling you're trying to achieve. But I guess that gets into the nebulous weeds of what you get from mechanics, and I've had disconnects that seem to come down to differences in how the texture of play is percieved. For me, the texture of the mechanics seem to do a lot more work in Story Now, which seems like a good thing, but its kinda a double edged sword, stronger game feel at the core mechanics of the game can be overpowering when you're deliberately working against them. In a sense something like pf2e's core is less concerned with evoking a specific theme, but instead all of the content layered on top of it evokes that feel, so its very easy to curate because the ststem's skeleton is neutral to what you're trying to do. To put it in another way, the mechanical texture is in how a class feature or feat works instead of at the game's core. So this means a class can be given a mechanical system like stress, or spell slots, or pursue a lead, to evoke a specific feel, but it still interacts with the game's core mechanic that everyone else interacts with. To summarize, the texture of the score is non optional in BITD, but its Pathfinder equivalent would be a modular piece that you could use or not use where apropo. I'd go so far as to say, that if Forged in the Dark were designed to be played in its own right rather than as a design basis, it would be an apt comparison to the level of mechanical texture present in 5e or PF's core mechanic. They all still do some texture work, but less than the fully realized FITD game like Torchbearer or BITD woulf... or a specific AP with supporting mechanics or a well curated homebrew that employs the right subsystems and options for its experience. [/QUOTE]
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