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QuestWorlds is coming—who else is hyped?
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<blockquote data-quote="PrunellaUK" data-source="post: 9590489" data-attributes="member: 7048285"><p>I'd say a number of things:</p><ul> <li data-xf-list-type="ul"><strong>Cleaned-up Contest Mechanic.</strong> With the old game it could sometimes be difficult to assess the degree of success or failure of a contest, particularly with edge cases. There were occasions I had to stop play to check the matrix in the book. The new system just counts up successes on each side. No look-ups of matrices are required. Indeed, I can now play with no table lookups whatsoever. It's like a breath of fresh air.</li> <li data-xf-list-type="ul"><strong>Extended Contests Become Sequences.</strong> The various editions have handled extended contests differently. In QW these become 'sequences', and the book gives you three different types of sequence you can choose for your campaign, from the wagered sequence (similar to <em>Hero Wars</em> extended contests) to scored sequences (used in HQ2e). Basically, players can choose their poison, and these rules are cleaned up to match the core contest mechanic.</li> <li data-xf-list-type="ul"><strong>No Rising Actions.</strong> That aspect of the mechanics is now gone. Kaput. I confess I never really grokked or used the original version of this, so its elimination is welcome.</li> <li data-xf-list-type="ul"><strong>No Pass/Fail Cycle.</strong> Like rising actions, this is a piece of what I considered to be faff that I'm grateful is now gone.</li> <li data-xf-list-type="ul"><strong>No Hero Points.</strong> In their place is a group resource called Story Points, which work somewhat differently, even allowing players to edit or retcon the story where necessary.</li> <li data-xf-list-type="ul"><strong>Difficulty Levels.</strong> The old system of bumping base values per X sessions has gone. It's replaced with a system of resistance progression that is invoked at key moment. The analogy used is where a campaign progresses from 'season 1' to 'season 2' of a TV show. It's far more situational.</li> <li data-xf-list-type="ul"><strong>Experience and Advancement. </strong>This is one of the biggest mechanical changes. Basically, the new experience system incentivises players either failing (therefore changing the direction of the story) or invoking character flaws. Once you tot up enough XP, you turn them in for an 'advance', which can be chosen from a smorgasbord of character improvement options.</li> </ul><p>If that's not enough, new stuff includes:</p><ul> <li data-xf-list-type="ul"><strong>Examples.</strong> A metric eff-tonne of examples of play.</li> <li data-xf-list-type="ul"><strong>Advice.</strong> Lots of advice for players and GMs.</li> <li data-xf-list-type="ul"><strong>Genre Packs.</strong> A structure for creating world settings for <em>QuestWorlds</em>.</li> </ul><p>All in all a worthwhile package. (Full disclosure: I did some work on the game, so take my words with a pinch of salt.)</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9590489, member: 7048285"] I'd say a number of things: [LIST] [*][B]Cleaned-up Contest Mechanic.[/B] With the old game it could sometimes be difficult to assess the degree of success or failure of a contest, particularly with edge cases. There were occasions I had to stop play to check the matrix in the book. The new system just counts up successes on each side. No look-ups of matrices are required. Indeed, I can now play with no table lookups whatsoever. It's like a breath of fresh air. [*][B]Extended Contests Become Sequences.[/B] The various editions have handled extended contests differently. In QW these become 'sequences', and the book gives you three different types of sequence you can choose for your campaign, from the wagered sequence (similar to [I]Hero Wars[/I] extended contests) to scored sequences (used in HQ2e). Basically, players can choose their poison, and these rules are cleaned up to match the core contest mechanic. [*][B]No Rising Actions.[/B] That aspect of the mechanics is now gone. Kaput. I confess I never really grokked or used the original version of this, so its elimination is welcome. [*][B]No Pass/Fail Cycle.[/B] Like rising actions, this is a piece of what I considered to be faff that I'm grateful is now gone. [*][B]No Hero Points.[/B] In their place is a group resource called Story Points, which work somewhat differently, even allowing players to edit or retcon the story where necessary. [*][B]Difficulty Levels.[/B] The old system of bumping base values per X sessions has gone. It's replaced with a system of resistance progression that is invoked at key moment. The analogy used is where a campaign progresses from 'season 1' to 'season 2' of a TV show. It's far more situational. [*][B]Experience and Advancement. [/B]This is one of the biggest mechanical changes. Basically, the new experience system incentivises players either failing (therefore changing the direction of the story) or invoking character flaws. Once you tot up enough XP, you turn them in for an 'advance', which can be chosen from a smorgasbord of character improvement options. [/LIST] If that's not enough, new stuff includes: [LIST] [*][B]Examples.[/B] A metric eff-tonne of examples of play. [*][B]Advice.[/B] Lots of advice for players and GMs. [*][B]Genre Packs.[/B] A structure for creating world settings for [I]QuestWorlds[/I]. [/LIST] All in all a worthwhile package. (Full disclosure: I did some work on the game, so take my words with a pinch of salt.) [/QUOTE]
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