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<blockquote data-quote="Umbran" data-source="post: 5647824" data-attributes="member: 177"><p>My experience is with a single session of Leverage, played at a gameday, so I don't know how the differences between systems will alter perceptions.</p><p></p><p>It seems to me that you were expecting a system that models characters and a universe around them in a semi-predictable, rational or reasonable way. What I saw in Leverage was a system that models a TV show. Those are fundamentally different things.</p><p></p><p>Leverage seems to be very specifically designed to create the sort of rise and fall of tension that you see in a TV show, without the GM having to plot much of that in by hand - the pacing is in large part intended to be a natural result of the mechanic, and in our session, it very much was.</p><p></p><p>In a TV show, no matter how competent you are, sometimes things go wrong - usually for reasons that have nothing to do with your competence. Joss is on record as thinking that stable relationships are not interesting drama, and that idea generalizes: Having things go smoothly and predictably is not appropriate for TV - TV is about screwing up or having things go disastrously wrong, and how the characters recover. The task resolution mechanic in Leverage provides it. Perhaps it is supposed to in Firefly as well.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5647824, member: 177"] My experience is with a single session of Leverage, played at a gameday, so I don't know how the differences between systems will alter perceptions. It seems to me that you were expecting a system that models characters and a universe around them in a semi-predictable, rational or reasonable way. What I saw in Leverage was a system that models a TV show. Those are fundamentally different things. Leverage seems to be very specifically designed to create the sort of rise and fall of tension that you see in a TV show, without the GM having to plot much of that in by hand - the pacing is in large part intended to be a natural result of the mechanic, and in our session, it very much was. In a TV show, no matter how competent you are, sometimes things go wrong - usually for reasons that have nothing to do with your competence. Joss is on record as thinking that stable relationships are not interesting drama, and that idea generalizes: Having things go smoothly and predictably is not appropriate for TV - TV is about screwing up or having things go disastrously wrong, and how the characters recover. The task resolution mechanic in Leverage provides it. Perhaps it is supposed to in Firefly as well. [/QUOTE]
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