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Jon Peterson: Does System Matter?
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<blockquote data-quote="Aldarc" data-source="post: 8218252" data-attributes="member: 5142"><p>I will never run d20 Arcana Evolved again either, but I will miss AE. It was one of my favs back in my early d20-only days. I loved how it designed classes around playstyles (e.g., Gish, Heavy Armor Warrior, Light Armor Warrior, Skill Monkey, etc.) and the magic system (when compared to the contemporary 3.X). And I loved how it drew from non-Tolkienesque fantasy, namely Donald Stephenson's Chronicles of Thomas Covenant and Ursula LeGuin's Earthsea: e.g., truenames, rites and rituals, ceremonies, the power of oaths, runes, the Green and the Dark, etc. Heavy doses of nostalgia was one reason why I backed the Arcana Evolved for Cypher System Kickstarter, though I doubt it will capture the same charm as the original. </p><p></p><p></p><p>I have tried a number of times to like Savage Worlds. It has a toolkit approach that reminds me of another d20 era game that I also LOVED: True20. But much like 3e and True20, I find that Savage Worlds still seems heavily rooted in a '90s and '00s style game. I would probably love something more like a streamlined, simplified Savage Worlds rules system that was less interested in equipment porn or rules crunch for every situation.* </p><p></p><p>* Hyperbolically: What sometimes feels to me while reading the rules as "rules and modifiers for what to do when making a called-shot with Mega-Super-Automatic Laser Assault Rifle 168-Xc (8.11 mm caliber) against someone who is being grappled behind half-cover on a cloudy Sunday afternoon around tea time." </p><p></p><p>On the whole, SW feels like a far crunchier game than it needs to be for its incredibly "fast furious fun" slogan. Obviously personal tastes will vary.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8218252, member: 5142"] I will never run d20 Arcana Evolved again either, but I will miss AE. It was one of my favs back in my early d20-only days. I loved how it designed classes around playstyles (e.g., Gish, Heavy Armor Warrior, Light Armor Warrior, Skill Monkey, etc.) and the magic system (when compared to the contemporary 3.X). And I loved how it drew from non-Tolkienesque fantasy, namely Donald Stephenson's Chronicles of Thomas Covenant and Ursula LeGuin's Earthsea: e.g., truenames, rites and rituals, ceremonies, the power of oaths, runes, the Green and the Dark, etc. Heavy doses of nostalgia was one reason why I backed the Arcana Evolved for Cypher System Kickstarter, though I doubt it will capture the same charm as the original. I have tried a number of times to like Savage Worlds. It has a toolkit approach that reminds me of another d20 era game that I also LOVED: True20. But much like 3e and True20, I find that Savage Worlds still seems heavily rooted in a '90s and '00s style game. I would probably love something more like a streamlined, simplified Savage Worlds rules system that was less interested in equipment porn or rules crunch for every situation.* * Hyperbolically: What sometimes feels to me while reading the rules as "rules and modifiers for what to do when making a called-shot with Mega-Super-Automatic Laser Assault Rifle 168-Xc (8.11 mm caliber) against someone who is being grappled behind half-cover on a cloudy Sunday afternoon around tea time." On the whole, SW feels like a far crunchier game than it needs to be for its incredibly "fast furious fun" slogan. Obviously personal tastes will vary. [/QUOTE]
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