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<blockquote data-quote="Campbell" data-source="post: 7637501" data-attributes="member: 16586"><p>I'm afraid this will sound like damning with faint praise, but it is the result of an honest evaluation that comes from running and playing 5e. Much like Fate, I consider 5e to be a really well designed game that excels at a style of play I have very little interest in. 5e excels at GM led and mediated storytelling where the emphasis is on resolving the adventure that is put in front of the PCs with carefully managed spotlight balancing. The character generation rules do a good job of generating characters that have some interesting bits of characterization, but few outside entanglements. The resolution system is completely opaque to the players. The systems that encourage role play are about light characterization and not playing with integrity. In my experience from both sides of the screen it is not a good game for diving deep into character. It's not really designed for that. It's like really good at what it does though.</p><p></p><p>For what it's worth I would not layer in social mechanics with teeth to 5e. Every player's real motivation is assumed to be resolving the adventure. I do not think there really is extra room to give there. Players' hands are already pretty tied.</p><p></p><p>Please do not think I'm being cute when I talk about GM mediated story telling. That is exactly what a large portion of the audience wants and a lot of the games I play are actively hostile to it. Blades in the Dark and Apocalypse World make it incredibly obvious if a GM is trying to lead play down particular avenues. In general the way information gathering and social skills work in these games betray attempts to be sly and characters have a lot of resources to get the things they want, but it could also go really badly.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7637501, member: 16586"] I'm afraid this will sound like damning with faint praise, but it is the result of an honest evaluation that comes from running and playing 5e. Much like Fate, I consider 5e to be a really well designed game that excels at a style of play I have very little interest in. 5e excels at GM led and mediated storytelling where the emphasis is on resolving the adventure that is put in front of the PCs with carefully managed spotlight balancing. The character generation rules do a good job of generating characters that have some interesting bits of characterization, but few outside entanglements. The resolution system is completely opaque to the players. The systems that encourage role play are about light characterization and not playing with integrity. In my experience from both sides of the screen it is not a good game for diving deep into character. It's not really designed for that. It's like really good at what it does though. For what it's worth I would not layer in social mechanics with teeth to 5e. Every player's real motivation is assumed to be resolving the adventure. I do not think there really is extra room to give there. Players' hands are already pretty tied. Please do not think I'm being cute when I talk about GM mediated story telling. That is exactly what a large portion of the audience wants and a lot of the games I play are actively hostile to it. Blades in the Dark and Apocalypse World make it incredibly obvious if a GM is trying to lead play down particular avenues. In general the way information gathering and social skills work in these games betray attempts to be sly and characters have a lot of resources to get the things they want, but it could also go really badly. [/QUOTE]
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