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Modiphius To Produce Homeworld RPG
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<blockquote data-quote="Charles Rampant" data-source="post: 7836506" data-attributes="member: 32659"><p>I think that it might be fair to call it a 'modern' system. This means that you have currencies, and using those currencies to control player power and guarantee success and suchlike, and the DM also uses the currency to create threat and introduce enemies. For example, in the Star Trek one the players would build something (Advantage?) for passing rolls, and could use that same resource to pass rolls and generate situational benefits, and could gain more of the resource by giving the GM their evil version of it, which they could then turn around and use in the next scene to harm the characters. It's quite distinct from the typical 'DM decides how many Orcs and maybe fudges the dice if they need' sort of approach to balancing, and I think that your view on it might depend primarily on whether you prefer old school 'roll some dice' mechanics or newer 'manage your currencies' mechanics.</p><p></p><p>I also found that the players didn't have many 'gadgets' to play with. This was the Star Trek version, and what I mean is that they didn't have discreet little blocks of rules to interact with, unlike Feats and Spells in D&D, or Advantages/Disadvantages and Disciplines in Vampire. You had a few key words, which worked like Fate ("I'm a <strong>Klingon</strong> so I can intimidate the Ferengi easily"), but that was more up to negotiation with the GM than anything written in black and white. So it is a much simpler game as a result, but the characters are mainly distinguished by numbers.</p><p></p><p>Just my view on the system, having run a couple sessions' worth of it.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7836506, member: 32659"] I think that it might be fair to call it a 'modern' system. This means that you have currencies, and using those currencies to control player power and guarantee success and suchlike, and the DM also uses the currency to create threat and introduce enemies. For example, in the Star Trek one the players would build something (Advantage?) for passing rolls, and could use that same resource to pass rolls and generate situational benefits, and could gain more of the resource by giving the GM their evil version of it, which they could then turn around and use in the next scene to harm the characters. It's quite distinct from the typical 'DM decides how many Orcs and maybe fudges the dice if they need' sort of approach to balancing, and I think that your view on it might depend primarily on whether you prefer old school 'roll some dice' mechanics or newer 'manage your currencies' mechanics. I also found that the players didn't have many 'gadgets' to play with. This was the Star Trek version, and what I mean is that they didn't have discreet little blocks of rules to interact with, unlike Feats and Spells in D&D, or Advantages/Disadvantages and Disciplines in Vampire. You had a few key words, which worked like Fate ("I'm a [B]Klingon[/B] so I can intimidate the Ferengi easily"), but that was more up to negotiation with the GM than anything written in black and white. So it is a much simpler game as a result, but the characters are mainly distinguished by numbers. Just my view on the system, having run a couple sessions' worth of it. [/QUOTE]
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