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QuestWorlds is coming—who else is hyped?
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<blockquote data-quote="PrunellaUK" data-source="post: 9588391" data-attributes="member: 7048285"><p>Someone upthread described it as a 'more flexible FATE', and I'd cheerfully go along with that. Mechanically it's lighter than FATE, and really focused on rolling only when you need a story obstacle to be overcome. The core mechanic for resolving obstacles is a straightforward D20 system where all rolls are opposed rolls, and nearly always generates a win/fail result (true ties are rare). The degree of success is graded, with a common result being a zero-degree success/failure (aka 'victory with a price', or 'defeat with a boon'). The way in which stats are calculated means that characters can scale from ordinary, to heroic, then to epic fairly simply.</p><p></p><p>The system suits a storytelling style where the GM and players are both contributing to the storytelling. I find it's light on 'mechanics prep' (no stat blocks to be filled out) so that my prep is spent solely on the story and characters. The result is sessions that rock along at quite a velocity. You can actually complete whole stories in relatively few sessions, which for people who are restricted on time is a boon.</p><p></p><p>There's definitely things the system doesn't do well. One boxout explains why it's well suited for pulp action and not, say, psychological horror. But if you like pulp adventure, this system is certainly my weapon of choice.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9588391, member: 7048285"] Someone upthread described it as a 'more flexible FATE', and I'd cheerfully go along with that. Mechanically it's lighter than FATE, and really focused on rolling only when you need a story obstacle to be overcome. The core mechanic for resolving obstacles is a straightforward D20 system where all rolls are opposed rolls, and nearly always generates a win/fail result (true ties are rare). The degree of success is graded, with a common result being a zero-degree success/failure (aka 'victory with a price', or 'defeat with a boon'). The way in which stats are calculated means that characters can scale from ordinary, to heroic, then to epic fairly simply. The system suits a storytelling style where the GM and players are both contributing to the storytelling. I find it's light on 'mechanics prep' (no stat blocks to be filled out) so that my prep is spent solely on the story and characters. The result is sessions that rock along at quite a velocity. You can actually complete whole stories in relatively few sessions, which for people who are restricted on time is a boon. There's definitely things the system doesn't do well. One boxout explains why it's well suited for pulp action and not, say, psychological horror. But if you like pulp adventure, this system is certainly my weapon of choice. [/QUOTE]
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