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(LOTR) I don't normally ask for system recommendations, but when I do, it certainly doesn't involve Dos Equis
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<blockquote data-quote="Manbearcat" data-source="post: 7021418" data-attributes="member: 6696971"><p>[MENTION=85870]innerdude[/MENTION] , a few things:</p><p></p><p>1) On Dungeon World, I would say [MENTION=6688937]Ratskinner[/MENTION] has the right of it in that it is fundamentally anti-metaplot and anti-setting-tourism. Make a map, have some (very loose) backstory, a premise and fill in the blanks and let play snowball. In that vein, heavily defined canon and geography will be problematic for the game's basic agenda (which intersects with the narrative authority of moves and the expectation of freeform "just in time" content generation as the result of moves).</p><p></p><p>That being said, I've run two long term Dungeon World games and a long term Apocalypse World game. Both can handle longterm play without a problem. The Powered By the Apocalypse system is extraordinarily robust and trivial to hack. You could easily hack:</p><p></p><p>a) LotR Playbooks (the Heart of the Fellowship, the Battle Captain, the Reluctant Hero, the Destined Scion, the Sage of Ages, et al)</p><p>b) Use LotR-themed Bonds and Alignment</p><p>c) the End of Session move to address specific LotR themes and tropes rather than D&D action/adventure.</p><p></p><p>As long as you're willing to keep only the most central components of the setting and keep the rest somewhat malleable (to fill it out and find out what happens during play), I don't see why that couldn't all work together. That being said, I'm uncertain if it would fulfill the Gamist itch you're wanting to scratch. Dungeon World definitely has a tactical component to play, but it isn't in the same precise vein as classic or modern D&D.</p><p></p><p>2) Honestly, I think you should probably give Strike! a look. I'm currently running it for Star Wars. It is very much a hybrid of D&D 4e and Powered By the Apocalypse. It has a powerful "snowballing" basic resolution scheme with considerable narrative authority vested in the players and lots of coherent feedbacks (I know you like Savage Worlds so think Bennies +). This is a unified resolution system that functionally services all conflict types. Then it has some specific conflict resolution subsystems (including dogfighting, chases, social, journey, and tactical combat). It has deep character building featuring several components. The "Background", "Kit", and "Relationship" components can easily serve as the Fellowship role and Backstory material that propels the character into classic archetypal LotR plays. Finally, again, the tactical combat system has less overhead than 4e D&D but a generous portion of the depth remains (and Combat Roles are decoupled from Class which is something you may like).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7021418, member: 6696971"] [MENTION=85870]innerdude[/MENTION] , a few things: 1) On Dungeon World, I would say [MENTION=6688937]Ratskinner[/MENTION] has the right of it in that it is fundamentally anti-metaplot and anti-setting-tourism. Make a map, have some (very loose) backstory, a premise and fill in the blanks and let play snowball. In that vein, heavily defined canon and geography will be problematic for the game's basic agenda (which intersects with the narrative authority of moves and the expectation of freeform "just in time" content generation as the result of moves). That being said, I've run two long term Dungeon World games and a long term Apocalypse World game. Both can handle longterm play without a problem. The Powered By the Apocalypse system is extraordinarily robust and trivial to hack. You could easily hack: a) LotR Playbooks (the Heart of the Fellowship, the Battle Captain, the Reluctant Hero, the Destined Scion, the Sage of Ages, et al) b) Use LotR-themed Bonds and Alignment c) the End of Session move to address specific LotR themes and tropes rather than D&D action/adventure. As long as you're willing to keep only the most central components of the setting and keep the rest somewhat malleable (to fill it out and find out what happens during play), I don't see why that couldn't all work together. That being said, I'm uncertain if it would fulfill the Gamist itch you're wanting to scratch. Dungeon World definitely has a tactical component to play, but it isn't in the same precise vein as classic or modern D&D. 2) Honestly, I think you should probably give Strike! a look. I'm currently running it for Star Wars. It is very much a hybrid of D&D 4e and Powered By the Apocalypse. It has a powerful "snowballing" basic resolution scheme with considerable narrative authority vested in the players and lots of coherent feedbacks (I know you like Savage Worlds so think Bennies +). This is a unified resolution system that functionally services all conflict types. Then it has some specific conflict resolution subsystems (including dogfighting, chases, social, journey, and tactical combat). It has deep character building featuring several components. The "Background", "Kit", and "Relationship" components can easily serve as the Fellowship role and Backstory material that propels the character into classic archetypal LotR plays. Finally, again, the tactical combat system has less overhead than 4e D&D but a generous portion of the depth remains (and Combat Roles are decoupled from Class which is something you may like). [/QUOTE]
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(LOTR) I don't normally ask for system recommendations, but when I do, it certainly doesn't involve Dos Equis
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