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Jon Peterson: Does System Matter?
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<blockquote data-quote="Campbell" data-source="post: 8202179" data-attributes="member: 16586"><p>I think without direct experience of playing (or especially running) a game like Apocalypse World, Burning Wheel, Dogs in the Vineyard, Hillfolk, Moldvay B/X, Quietus or Sorcerer in the way you are instructed to by those games its almost impossible to fathom just how different play feels from modern D&D. I know really did not understand it. It's like playing poker when you have only ever played card games where you take tricks. It's like playing Diplomacy when all you have ever played are games where you roll dice to move around a board. It's like playing Among Us when you have only ever played first person shooters.</p><p></p><p>Take Sorcerer for example. Sorcerer completely does away with the concept of GM prepared story, cooperative play groups, and world building as we think of it. In Sorcerer you start with the characters who have just undergone a dramatic change in their lives and build a cluster of NPCs around each of them. Play revolves around a set of bangs for each character - situations that force a character to act without any regard for how things should resolve themselves. For each session the GM is supposed to prepare a bandoleer of bangs, but keep them in reserve, only pulling them out when needed to keep play interesting. The story of the game is the story of these individual characters striving to cope with dramatic change in their lives. Usually their stories will intersect in some way, but it's not required. Some Sorcerer games will complete with the characters never even meeting. </p><p></p><p>Once a character's dramatic life change (called a kicker) is resolved either we develop a new kicker together, they create a new character, or play is done. No prepared story arcs. No plot hooks. No adventures. Just some dynamic characters going through some stuff while summoning demons and stuff.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8202179, member: 16586"] I think without direct experience of playing (or especially running) a game like Apocalypse World, Burning Wheel, Dogs in the Vineyard, Hillfolk, Moldvay B/X, Quietus or Sorcerer in the way you are instructed to by those games its almost impossible to fathom just how different play feels from modern D&D. I know really did not understand it. It's like playing poker when you have only ever played card games where you take tricks. It's like playing Diplomacy when all you have ever played are games where you roll dice to move around a board. It's like playing Among Us when you have only ever played first person shooters. Take Sorcerer for example. Sorcerer completely does away with the concept of GM prepared story, cooperative play groups, and world building as we think of it. In Sorcerer you start with the characters who have just undergone a dramatic change in their lives and build a cluster of NPCs around each of them. Play revolves around a set of bangs for each character - situations that force a character to act without any regard for how things should resolve themselves. For each session the GM is supposed to prepare a bandoleer of bangs, but keep them in reserve, only pulling them out when needed to keep play interesting. The story of the game is the story of these individual characters striving to cope with dramatic change in their lives. Usually their stories will intersect in some way, but it's not required. Some Sorcerer games will complete with the characters never even meeting. Once a character's dramatic life change (called a kicker) is resolved either we develop a new kicker together, they create a new character, or play is done. No prepared story arcs. No plot hooks. No adventures. Just some dynamic characters going through some stuff while summoning demons and stuff. [/QUOTE]
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