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Jon Peterson: Does System Matter?
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<blockquote data-quote="Aldarc" data-source="post: 8199159" data-attributes="member: 5142"><p>It's worth noting, that while these some of these systems may have "big, beefy rulebooks," they aren't typically sold individually as PHB, DMG, and/or MM, but simply as the singular core rulebook. So a lot of the information therein is not always meant for the non-GM players. For some of these books, it has everything you need for running the game. </p><p></p><p>The PC-pertinent material in Blades in the Dark is within the first 1-186 pages. In comparison, 186 pages doesn't event touch the Combat chapter in the 5e PHB. </p><p></p><p>When you cut out the GM materials, Dungeon World is 157 pages, but the idea that a new player would need to read those 157 pages doesn't really equate to my actual experience running it. IME, games like Dungeon World, Blades in the Dark, or other PbtA-type games often simply involves the GM presenting the players with playbooks pre-printed. A basic rundown of the game happens (e.g., "describe what you want to do, it may trigger a move, and then roll 2d6: if 1-6, then X; if 7-9, then Y; if 10+, then Z...") and then play resumes pretty quickly. A big benefit with PbtA, FitD, and Fate games is that they tend to be exceptionally fiction-first games, which helps new players jump into the games quite readily. </p><p></p><p></p><p>IME, generally for players it's by playing in a game with someone who has done so already.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8199159, member: 5142"] It's worth noting, that while these some of these systems may have "big, beefy rulebooks," they aren't typically sold individually as PHB, DMG, and/or MM, but simply as the singular core rulebook. So a lot of the information therein is not always meant for the non-GM players. For some of these books, it has everything you need for running the game. The PC-pertinent material in Blades in the Dark is within the first 1-186 pages. In comparison, 186 pages doesn't event touch the Combat chapter in the 5e PHB. When you cut out the GM materials, Dungeon World is 157 pages, but the idea that a new player would need to read those 157 pages doesn't really equate to my actual experience running it. IME, games like Dungeon World, Blades in the Dark, or other PbtA-type games often simply involves the GM presenting the players with playbooks pre-printed. A basic rundown of the game happens (e.g., "describe what you want to do, it may trigger a move, and then roll 2d6: if 1-6, then X; if 7-9, then Y; if 10+, then Z...") and then play resumes pretty quickly. A big benefit with PbtA, FitD, and Fate games is that they tend to be exceptionally fiction-first games, which helps new players jump into the games quite readily. IME, generally for players it's by playing in a game with someone who has done so already. [/QUOTE]
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