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<blockquote data-quote="Aldarc" data-source="post: 8106015" data-attributes="member: 5142"><p>So apart from its quality production value or its ability to emulate different genres of fiction, what would you say makes the system unique in terms of its novelty or appeal? Or is it that it provides a simple and elegant dice pool system with a pushing mechanic? Or to put it in another way: let's say that I was a designer shopping around for which system would work well for their next project. Why should this designer consider the Year Zero Engine over another system? </p><p></p><p>Please don't construe this as skepticism or an interrogation, but I'm trying to suss out the strengths of the system. </p><p></p><p></p><p>IMO, BitD is an impressively tight and ingenious game. It takes the 2d6 resolution system of PbtA and turns it into a dice pool system that further layers the failure/complication/success mechanic by introducing position and effect. The fact that the GM is tasked with providing position and effect means that the game forces the GM to think about what failure and success, respectively, look like in the fiction for a player action. And the occasionally convoluted list of moves of PbtA are replaced by a list of 12 actions that inform the player how they are expected to interact in the fiction. This effectively offloads responsibility of tracking the triggering of moves in the fiction to the player from the GM, whose responsibility in this regard pivots to position and effect. </p><p></p><p>I also like how BitD takes the idea of playbooks and gives one for the entire group, which gives them a clear rallying purpose. </p><p></p><p>I'm almost waiting to see when someone takes BitD and combines it with Fate, though <a href="http://walkingmind.evilhat.com/2017/08/01/blades-of-fate/" target="_blank">Rob Donoghue</a> appears to have been considering this mashup for some time.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8106015, member: 5142"] So apart from its quality production value or its ability to emulate different genres of fiction, what would you say makes the system unique in terms of its novelty or appeal? Or is it that it provides a simple and elegant dice pool system with a pushing mechanic? Or to put it in another way: let's say that I was a designer shopping around for which system would work well for their next project. Why should this designer consider the Year Zero Engine over another system? Please don't construe this as skepticism or an interrogation, but I'm trying to suss out the strengths of the system. IMO, BitD is an impressively tight and ingenious game. It takes the 2d6 resolution system of PbtA and turns it into a dice pool system that further layers the failure/complication/success mechanic by introducing position and effect. The fact that the GM is tasked with providing position and effect means that the game forces the GM to think about what failure and success, respectively, look like in the fiction for a player action. And the occasionally convoluted list of moves of PbtA are replaced by a list of 12 actions that inform the player how they are expected to interact in the fiction. This effectively offloads responsibility of tracking the triggering of moves in the fiction to the player from the GM, whose responsibility in this regard pivots to position and effect. I also like how BitD takes the idea of playbooks and gives one for the entire group, which gives them a clear rallying purpose. I'm almost waiting to see when someone takes BitD and combines it with Fate, though [URL='http://walkingmind.evilhat.com/2017/08/01/blades-of-fate/']Rob Donoghue[/URL] appears to have been considering this mashup for some time. [/QUOTE]
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