Maggan
Writer for CY_BORG, Forbidden Lands and Dragonbane
Thanks for that link, that went straight into the category of "things to bookmark because it was an awesome read".This plays into the most powerful killer feature of RPGs, tactical infinity.
Thanks for that link, that went straight into the category of "things to bookmark because it was an awesome read".This plays into the most powerful killer feature of RPGs, tactical infinity.
Or the opposite. Not having every action codified might free up the imagination and let players act freely.
When we played a lot of D&D4, we ran into that exact situation where players would be sitting there staring at the character sheet trying to find the action that achieved a result, instead of just saying what they wanted to do.
It's probably a difference in what you're used to, and I admit that I haven't played a whole lot of Dragonbane yet, but I can'tsee why I shouldn't be able to do with it everything that I might be doing with any edition of 5e. It can represent most of its ancestries (and new ones should be easy to build), and it's magic system doesn't come with as many spells as D&Ds (and, which is one of my few beefs with DB, a lot of them are "improved versions" of lower-powered spells), but DB is actually better at representing a greater number of different types of magic wielders simply by not boxing them in that much.Turns out based on the frustrated response to my questions is that Dragonborn is neither complete nor robust, but rather it just doesn't have to do everything. What it sets out to do well it probably does well, though I admit absolutely no knowledge of the game.
Sidenote, Free League are working on a book on magic for Dragobane.It can represent most of its ancestries (and new ones should be easy to build), and it's magic system doesn't come with as many spells as D&Ds
That's awesome! (though it probably means we'll end up well beyond 100 pages ...).Sidenote, Free League are working on a book on magic for Dragobane.Nothing is known about it yet, but they've mentioned it in conversations at cons.
What the rules are silent on, players will typically not attempt to do because they simply won't think about it or think it is possible. And what the rules are silent on, game masters will typically not design for because they simply won't think about it or if they do won't think of it as possible.
Yeah. It's a super weird take. I vastly prefer the lighter touch on rules specifically because that's what the hobby was like back in the '80s when I started. Or at least the games I started with. Those blank places in the rules were wonderful and fantastic. Just like blank places on a map. They let us explore and discover and create. To use our own ideas and what worked for our table. Those blank spots are the draw. That's where the mystery and fun is hiding.
Exactly so. The referee needs to know the rules, the players don't.
I doubt it's only starting keepers that aim for a loose simulation of an era rather than an exact period replica to the most minute detail. When I've GMed CoC I just do what I always do, make sh*t up, and my players had fun as usual without complaining about, say, that a walnut rifle stock on a brand didn't arrive until two years later irl. Unless I play with history majors or antique collectors, I do fine with a couple of pages of gear. And if I play with history buffs and antique experts, then I probably have to read more pages for prep no matter what system. Unless they chill and just aim for a fun game experience of course.As a handout to starting players, sure. But suppose you are a keeper that wants to set a scenario during the Chaco War and you want period accurate and realistic weapons for both sides, up to and including things like a Vickers tank. With your two page supplement as your only guideline, you are going to be going to wikipedia and then doing your best to translate the information you find there into rules hoping that your knowledge of guns is enough that you are making reasonable rules. This process will take you hours of your time. If some professional has done this work for you, you just flip to the appropriate page in the weapons tome and you spend your time actually writing your scenario rather than doing research and rules smithing.
And note, "just use wikipedia" is itself a very modern solution. In the past this required dozens of hours of research in college and public libraries.