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Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7074701" data-attributes="member: 6696971"><p>Well, I think one part of this is particular to me (and folks who share my inclinations). I only have so much time to invest in play and I have specific things I'm looking for. Given those two things, I'm looking to optimize my time investment toward whatever specific experience I'm seeking. </p><p></p><p>Even though 5e has some bolted on stuff that can kinda/sorta drift toward a DW or BWesque experience (such as Ideals, Bonds, Flaws, Traits + the Inspiriation mechanics + the Social Interaction conflict resolution mechanics), the totality of the experience very much supports a loosey-goosey process sim meets high quality hexcrawl while you manage the Adventuring Day. Its actually closest to something like Torchbearer if we're looking at indie games (the B/X inspired version of BW). However, Torchbearer is profoundly focused on that style of play and much more compelling in a myriad of ways (and delivers so triumphantly). So really, I'd rather just play Torchbearer. </p><p></p><p>And it doesn't really do B/X (codified Exploration/Rest Turn procedures meets tightly integrated Wandering Monster Clock + Reaction and Morale), but it would take the least amount of work to drift it toward B/X. But B/X does B/X so frigging well, I'd rather just run B/X.</p><p></p><p>So, given that, what does 5e aspire to? An AD&D2e Hexcrawl meets Adventuring Day management (with some indie stuff bolted on...<strong><em> * which can easily be removed and have the system be unimpacted</em></strong>) IMO. If you're an AD&D2e fan and you came to that system looking for something, 5e does that thing many times over better. It is fundamentally built toward that paradigm/premise. So that is what I use it for (better put, that is what the GM I sub in for now and again uses it for and I, out of courtesy/game integrity/general agreement, follow suit).</p><p></p><p>* This is pretty central. If you took the propensity toward the 7-9 result (amongst many, many other facets) out of Dungeon World (say just made it 1/3 rather than 2/3), the game experience would fundamentally change. If you changed the Exploration Rest/Turn integrated with the Wandering Monster clock dynamic in B/X (say, in the same way as above with DW), the game experience would fundamentally change. </p><p></p><p>If you can outright remove something (not just change it) and the game experience/play paradigm doesn't fundamentally change, then it isn't integral to the fundamental game experience/play paradigm.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7074701, member: 6696971"] Well, I think one part of this is particular to me (and folks who share my inclinations). I only have so much time to invest in play and I have specific things I'm looking for. Given those two things, I'm looking to optimize my time investment toward whatever specific experience I'm seeking. Even though 5e has some bolted on stuff that can kinda/sorta drift toward a DW or BWesque experience (such as Ideals, Bonds, Flaws, Traits + the Inspiriation mechanics + the Social Interaction conflict resolution mechanics), the totality of the experience very much supports a loosey-goosey process sim meets high quality hexcrawl while you manage the Adventuring Day. Its actually closest to something like Torchbearer if we're looking at indie games (the B/X inspired version of BW). However, Torchbearer is profoundly focused on that style of play and much more compelling in a myriad of ways (and delivers so triumphantly). So really, I'd rather just play Torchbearer. And it doesn't really do B/X (codified Exploration/Rest Turn procedures meets tightly integrated Wandering Monster Clock + Reaction and Morale), but it would take the least amount of work to drift it toward B/X. But B/X does B/X so frigging well, I'd rather just run B/X. So, given that, what does 5e aspire to? An AD&D2e Hexcrawl meets Adventuring Day management (with some indie stuff bolted on...[B][I] * which can easily be removed and have the system be unimpacted[/I][/B]) IMO. If you're an AD&D2e fan and you came to that system looking for something, 5e does that thing many times over better. It is fundamentally built toward that paradigm/premise. So that is what I use it for (better put, that is what the GM I sub in for now and again uses it for and I, out of courtesy/game integrity/general agreement, follow suit). * This is pretty central. If you took the propensity toward the 7-9 result (amongst many, many other facets) out of Dungeon World (say just made it 1/3 rather than 2/3), the game experience would fundamentally change. If you changed the Exploration Rest/Turn integrated with the Wandering Monster clock dynamic in B/X (say, in the same way as above with DW), the game experience would fundamentally change. If you can outright remove something (not just change it) and the game experience/play paradigm doesn't fundamentally change, then it isn't integral to the fundamental game experience/play paradigm. [/QUOTE]
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