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[revolution] Exactly WHY is d20 so great, comparing?
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<blockquote data-quote="woodelf" data-source="post: 1187376" data-attributes="member: 10201"><p>You mean like:</p><p><em>Subterfuge</em></p><p><em>This talent allows you tobend, mangle, or break the truth and get away with it. In addition, you also can sense when others are doing teh same or trying to hide their motives. At your best you could dissect a dissembling witness on the stand;at yoru orst you could make a fortune selling used cars.</em> [Wraith: the Oblivion, 2nd ed., p121, all typos mine]</p><p></p><p>(And that was literally grab a random WoD book and open to the first page i found with rules on it.) Yes, Storyteller System games always have a whole lot about the story, and speak in literary terms in an effort to encourage this. But, mechanically, they are mostly just like most other RPGs out there--they rely on a bunch of numbers which rate the capabilities of the characters. This has nothing to do with theme, mood, or any of that stuff. It's pure simulation [small 's'--not going into the GNS/GDS stuff]. Storyteller does do better than most D20 System in promoting RPing, by including things like Nature/Demeanor, and copious social skills. But those are yet another beast, neither world simulation nor story creation--more akin to acting. </p><p></p><p>Now, let's contrast that with an excerpt from Trollbabe:</p><p><em>It all depends on clarifying the Goal for a stated conflict. When the player says, "Retta's watching out for skulking thugs," th GM must say, "OK, we have a conflict. What's your goal?" If the player says, "To make sure nothing's there," then success will mean no one's there, but if the player says, "To see if anyone's trying to bushwhack me," then success means that they are indeed doing so, but the trollbabe spotted them in time. Or if th player says, "To avoid anyone who's trying to bushwhach me," then success means they're there, but she gives them the slip.</em>[p12, again, all typos mine]</p><p></p><p>Here, the mechanics are all about how the story unfolds, much moreso than about the capabilities of the character. *That* is an example of mechanics that are "all about theme, mood, scene, characterization, motivation," because they actually take them into consideration. Very few of the mechanics in Storyteller actually take the story into consideration--the game relies on the group to promote those things, rather than promoting them with the system itself.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1187376, member: 10201"] You mean like: [i]Subterfuge This talent allows you tobend, mangle, or break the truth and get away with it. In addition, you also can sense when others are doing teh same or trying to hide their motives. At your best you could dissect a dissembling witness on the stand;at yoru orst you could make a fortune selling used cars.[/i] [Wraith: the Oblivion, 2nd ed., p121, all typos mine] (And that was literally grab a random WoD book and open to the first page i found with rules on it.) Yes, Storyteller System games always have a whole lot about the story, and speak in literary terms in an effort to encourage this. But, mechanically, they are mostly just like most other RPGs out there--they rely on a bunch of numbers which rate the capabilities of the characters. This has nothing to do with theme, mood, or any of that stuff. It's pure simulation [small 's'--not going into the GNS/GDS stuff]. Storyteller does do better than most D20 System in promoting RPing, by including things like Nature/Demeanor, and copious social skills. But those are yet another beast, neither world simulation nor story creation--more akin to acting. Now, let's contrast that with an excerpt from Trollbabe: [i]It all depends on clarifying the Goal for a stated conflict. When the player says, "Retta's watching out for skulking thugs," th GM must say, "OK, we have a conflict. What's your goal?" If the player says, "To make sure nothing's there," then success will mean no one's there, but if the player says, "To see if anyone's trying to bushwhack me," then success means that they are indeed doing so, but the trollbabe spotted them in time. Or if th player says, "To avoid anyone who's trying to bushwhach me," then success means they're there, but she gives them the slip.[/i][p12, again, all typos mine] Here, the mechanics are all about how the story unfolds, much moreso than about the capabilities of the character. *That* is an example of mechanics that are "all about theme, mood, scene, characterization, motivation," because they actually take them into consideration. Very few of the mechanics in Storyteller actually take the story into consideration--the game relies on the group to promote those things, rather than promoting them with the system itself. [/QUOTE]
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