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New Legends & Lore: Player vs. Character
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5675090"><p>I am going by memory. But I am fairly sure there were RM products in various forms released at least around 80-81 (I wasn't playing at that time, but I remember having some books with early 80s dates by the mid-to late 80s). I recall RM had a pretty big impact on certain people in my group (who just weren't satisfied with D&D's approach to damage). </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>I see where you are coming from here. But my sense (and this is just my read of the land, I could be wrong) is that most gamers are really somewhere in the middle on these things (however you decide to categorize them). I think the majority of people aren't looking for focused play, but rather want a game that balances focus. To use Forge terms, they want a game that balances "gamist", "simulationist" and "narrativist" concerns. While I think there are a handful of people who come to the table with a very specific agenda, my insincts and experience tell me most people really want something more traditional. </p><p> </p><p></p><p> </p><p>I agree to an extent (based on my above post). But I also think something more simulationist would have had broader appeal (I just think there are more gamers into this than something "gamist"). </p><p> </p><p> </p><p></p><p> </p><p>I don't think it is inertia. I just think things like GNS and The Big Model are very niche. They will be around from this point on for sure, but I don't think they are going to catch on as the way games are designed (and I think this is largely because of the split generated by 4E---which we both seem to agree was the first agenda-driven edition of D&D). </p><p> </p><p></p><p> </p><p>I highly recommend it. It is a great game. On the whole it is a pretty balanced system (in terms of focus). But based on what you have said I believe it would appeal to you. I don't know if SW was the first, but I think that is where 4E got the "minions" concept from (I could be very wrong on this one though). The whole game is designed to simulate high adventure/action. So it is great for old fashioned swashbuckling and modern stylized crime settings.</p><p> </p><p>I haven't GMd savage yet, but when I've played the GM hands out bennies and I assume this is the official method (but I could be wrong).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5675090"] I am going by memory. But I am fairly sure there were RM products in various forms released at least around 80-81 (I wasn't playing at that time, but I remember having some books with early 80s dates by the mid-to late 80s). I recall RM had a pretty big impact on certain people in my group (who just weren't satisfied with D&D's approach to damage). I see where you are coming from here. But my sense (and this is just my read of the land, I could be wrong) is that most gamers are really somewhere in the middle on these things (however you decide to categorize them). I think the majority of people aren't looking for focused play, but rather want a game that balances focus. To use Forge terms, they want a game that balances "gamist", "simulationist" and "narrativist" concerns. While I think there are a handful of people who come to the table with a very specific agenda, my insincts and experience tell me most people really want something more traditional. I agree to an extent (based on my above post). But I also think something more simulationist would have had broader appeal (I just think there are more gamers into this than something "gamist"). I don't think it is inertia. I just think things like GNS and The Big Model are very niche. They will be around from this point on for sure, but I don't think they are going to catch on as the way games are designed (and I think this is largely because of the split generated by 4E---which we both seem to agree was the first agenda-driven edition of D&D). I highly recommend it. It is a great game. On the whole it is a pretty balanced system (in terms of focus). But based on what you have said I believe it would appeal to you. I don't know if SW was the first, but I think that is where 4E got the "minions" concept from (I could be very wrong on this one though). The whole game is designed to simulate high adventure/action. So it is great for old fashioned swashbuckling and modern stylized crime settings. I haven't GMd savage yet, but when I've played the GM hands out bennies and I assume this is the official method (but I could be wrong). [/QUOTE]
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