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<blockquote data-quote="GreyICE" data-source="post: 6037419" data-attributes="member: 6684526"><p>I admit that this attitude has always confused me. The ability to alter and design parts of the game world has always helped players get immersed in the game world in my experience. It's actually usually the "gamey" players who dislike them because they're so very hard to use 'optimally.' But when you feel invested in the game world, when you know your character can be awesome at the right time, when you swing the fight in your direction, it's cool and it pulls people in. FATE has always worked great for that (the hunt for +2 bonuses believe it or not can be massively immersing).</p><p></p><p>Still, I agree that there's players who dislike them so they should go in a module. It seems like an actual good use of modules (as opposed to most of what they're doing right now which is 'we can't design this? MODULE!')</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6037419, member: 6684526"] I admit that this attitude has always confused me. The ability to alter and design parts of the game world has always helped players get immersed in the game world in my experience. It's actually usually the "gamey" players who dislike them because they're so very hard to use 'optimally.' But when you feel invested in the game world, when you know your character can be awesome at the right time, when you swing the fight in your direction, it's cool and it pulls people in. FATE has always worked great for that (the hunt for +2 bonuses believe it or not can be massively immersing). Still, I agree that there's players who dislike them so they should go in a module. It seems like an actual good use of modules (as opposed to most of what they're doing right now which is 'we can't design this? MODULE!') [/QUOTE]
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