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QuestWorlds is coming—who else is hyped?
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<blockquote data-quote="Reynard" data-source="post: 9646740" data-attributes="member: 467"><p>Specifics of narrative tools aside, I agree that it is good when a game tells you what it wants you to do with it. Too many even modern games seem to believe that playing coy makes them more desireable. Don't hide your rules behind walls of questionable prose, and don't hide your design intent behind walls of rules.</p><p></p><p>I have not read the whole thread: are there example settings in the book, or otherwise readily available? I always felt that a good "setting agnostic" system should have examples of what kinds of worlds it is intended for, and how to implement them in that system. Savage Worlds and Fate both make it easy.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9646740, member: 467"] Specifics of narrative tools aside, I agree that it is good when a game tells you what it wants you to do with it. Too many even modern games seem to believe that playing coy makes them more desireable. Don't hide your rules behind walls of questionable prose, and don't hide your design intent behind walls of rules. I have not read the whole thread: are there example settings in the book, or otherwise readily available? I always felt that a good "setting agnostic" system should have examples of what kinds of worlds it is intended for, and how to implement them in that system. Savage Worlds and Fate both make it easy. [/QUOTE]
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QuestWorlds is coming—who else is hyped?
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