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General Tabletop Discussion
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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7095509" data-attributes="member: 16586"><p>[MENTION=6778044]Ilbranteloth[/MENTION]</p><p></p><p>The basics of the techniques outlined in Apocalypse World work well in pretty much most games. Amongst D&D Versions I think they work best in B/X. 5e would probably come next, although I would strip out Inspiration and Feats. They could be made to work decently with 1e or 2e (without all the crazy supplements). I know from experience they work really well with Stars Without Number which is a B/X clone. I would not use them with 3e because of all the active management needed to make the rules work. I also would not use 4e because 4e works best as 4e. Basically the more tightly wedded to particular mechanics that require DM intervention and the rest cycle the less well it works. You really do not want to worry about things like balancing encounters and adventuring days. That probably speaks to my own preferences for handling time though. I feel like the specific principles should be tuned to what you're after though.</p><p></p><p>Burning Wheel is a different story though. The specific techniques are intimately tied into its mechanical features. It is a highly integrated design. I feel like Burning Wheel should be played as Burning Wheel.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7095509, member: 16586"] [MENTION=6778044]Ilbranteloth[/MENTION] The basics of the techniques outlined in Apocalypse World work well in pretty much most games. Amongst D&D Versions I think they work best in B/X. 5e would probably come next, although I would strip out Inspiration and Feats. They could be made to work decently with 1e or 2e (without all the crazy supplements). I know from experience they work really well with Stars Without Number which is a B/X clone. I would not use them with 3e because of all the active management needed to make the rules work. I also would not use 4e because 4e works best as 4e. Basically the more tightly wedded to particular mechanics that require DM intervention and the rest cycle the less well it works. You really do not want to worry about things like balancing encounters and adventuring days. That probably speaks to my own preferences for handling time though. I feel like the specific principles should be tuned to what you're after though. Burning Wheel is a different story though. The specific techniques are intimately tied into its mechanical features. It is a highly integrated design. I feel like Burning Wheel should be played as Burning Wheel. [/QUOTE]
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