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RPGs that you feel trip over their own cool ideas
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<blockquote data-quote="Umbran" data-source="post: 9867451" data-attributes="member: 177"><p>They conceptually work in something like <em>Old Gods of Appalachia</em>, or other setting where one-shot charms and magic (or tech) items make some sense. What gets in the way is that the system assumes there is a <em>constant flow</em> of such items. </p><p></p><p></p><p></p><p>That's odd. For us, they flow just fine. </p><p></p><p>I'd like to hear more about how you feel they are sloppy - they're the basic force driving the GM's action economy, and while it takes a new GM some time to learn to work with the pacing they provide, other systems have similar learning issues and don't get called sloppy for it.</p><p></p><p></p><p></p><p>They aren't all that diegetic. They aren't gained as a clear direct consequence for in-game events.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9867451, member: 177"] They conceptually work in something like [I]Old Gods of Appalachia[/I], or other setting where one-shot charms and magic (or tech) items make some sense. What gets in the way is that the system assumes there is a [I]constant flow[/I] of such items. That's odd. For us, they flow just fine. I'd like to hear more about how you feel they are sloppy - they're the basic force driving the GM's action economy, and while it takes a new GM some time to learn to work with the pacing they provide, other systems have similar learning issues and don't get called sloppy for it. They aren't all that diegetic. They aren't gained as a clear direct consequence for in-game events. [/QUOTE]
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