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MCDM's New Tactical TTRPG Hits $1M Crowdfunding On First Day!
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<blockquote data-quote="Ruin Explorer" data-source="post: 9218477" data-attributes="member: 18"><p>Is there a strong case? How so? Your explanation doesn't offer one.</p><p></p><p>And if you're invoking "cinematic" a key element of your game, then yes we can use cinema as a general rule. Otherwise whatever you're doing, however cool, cinematic it ain't.</p><p></p><p></p><p>You mean the increasingly-hated annoying busywork that videogames are starting to backtrack on because of the audience getting increasingly tired with it?</p><p></p><p>A thing that, even where it works, is a strictly a solitary activity and wholly incompatible with active multiplayer stuff?</p><p></p><p>That's mostly there as filler to make people go grind materials?</p><p></p><p>That crafting?</p><p></p><p>That's more akin the '90s disaster of Netrunning and Decking as "major gameplay loops". People thought that was a good idea. It wasn't a good idea.</p><p></p><p>It absolutely means that shouldn't be part of LotR RPG. It's not a major theme of the books! In fact, it's somewhat actively antithetical to them - it's remarkable that Narsil is reforged, because in this age, such weapons are no longer forged! It's a not a thing that's likely to be relevant to most campaigns. It's not likely to possible to involve the whole party without massive contrivance. It's a waste of space.</p><p></p><p>In fact you're perfectly proving Matt Colville's point re: one-off mechanics. That's what would make sense for reforging Narsil or the like. Not general mechanics designed to be used in potentially every game, pointlessly filling up main rulebooks with rules that will hardly ever be used, and perhaps be actively inappropriate for a lot of situations. C.f. my early pigeon example - D&D's general overland travel rules and their flying component don't understand or care to understand the specifics of how far a pigeon can easily fly in that distance, so just get in the way.</p><p></p><p>(I am aware of Matt has noted they're using some crafting rules currently - I will be keen to see how those actually work, because I am quite skeptical of their general utility or how well they'll work in game, as opposed to how cool they might seem on paper.)</p><p></p><p></p><p>Which is exactly what forging rules in a LotR RPG would be. They oppose the basic themes of LotR!</p><p></p><p>(They might make sense as a sort of "endgame" for a game set in the first or second age of Middle Earth, where you were forging great weapons and tools which might be used by you, then people in the future. But you wouldn't cover "normal" forging with that - only great and epic works.)</p><p></p><p></p><p>Which RPGs, specifically, do you think have achieved this? And are they just going to be a list of the least cinematic/heroic RPGs going lol?</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9218477, member: 18"] Is there a strong case? How so? Your explanation doesn't offer one. And if you're invoking "cinematic" a key element of your game, then yes we can use cinema as a general rule. Otherwise whatever you're doing, however cool, cinematic it ain't. You mean the increasingly-hated annoying busywork that videogames are starting to backtrack on because of the audience getting increasingly tired with it? A thing that, even where it works, is a strictly a solitary activity and wholly incompatible with active multiplayer stuff? That's mostly there as filler to make people go grind materials? That crafting? That's more akin the '90s disaster of Netrunning and Decking as "major gameplay loops". People thought that was a good idea. It wasn't a good idea. It absolutely means that shouldn't be part of LotR RPG. It's not a major theme of the books! In fact, it's somewhat actively antithetical to them - it's remarkable that Narsil is reforged, because in this age, such weapons are no longer forged! It's a not a thing that's likely to be relevant to most campaigns. It's not likely to possible to involve the whole party without massive contrivance. It's a waste of space. In fact you're perfectly proving Matt Colville's point re: one-off mechanics. That's what would make sense for reforging Narsil or the like. Not general mechanics designed to be used in potentially every game, pointlessly filling up main rulebooks with rules that will hardly ever be used, and perhaps be actively inappropriate for a lot of situations. C.f. my early pigeon example - D&D's general overland travel rules and their flying component don't understand or care to understand the specifics of how far a pigeon can easily fly in that distance, so just get in the way. (I am aware of Matt has noted they're using some crafting rules currently - I will be keen to see how those actually work, because I am quite skeptical of their general utility or how well they'll work in game, as opposed to how cool they might seem on paper.) Which is exactly what forging rules in a LotR RPG would be. They oppose the basic themes of LotR! (They might make sense as a sort of "endgame" for a game set in the first or second age of Middle Earth, where you were forging great weapons and tools which might be used by you, then people in the future. But you wouldn't cover "normal" forging with that - only great and epic works.) Which RPGs, specifically, do you think have achieved this? And are they just going to be a list of the least cinematic/heroic RPGs going lol? [/QUOTE]
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