Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Rules-Satisfying
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 6292196" data-attributes="member: 87792"><p>This sums up about half my experience with Savage Worlds <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Agreed absolutely! Or you're half designing the game yourself (see GURPS 4e for details).</p><p></p><p></p><p></p><p>Not a lot in my experience.</p><p></p><p></p><p></p><p>The really cool thing about Apocalypse World to me is easily overlooked and not actually mentioned in any of the design documents I've seen. AW is based around freeform roleplaying and causing as little disruption as possible to a freeform experience, while adding as much as possible from the rolls of the dice. (Meguey Baker is a freeform roleplayer). It's also the first published iteration using the engine and there's a reason a lot of designers hack using it. For rules elegance Monsterhearts is better - but it might not be a game that you are able to play with your current gaming group.</p><p></p><p></p><p></p><p>Avoid Classic Cortex I'd suggest. Somehow I don't think that any RPG where you can have a stat of d12+d2 is going to be your thing. Cortex+ is a very different thing (and it's a toolkit for creating games while Classic Cortex is a one-size-fits-all game).</p><p></p><p></p><p> </p><p>I know exactly what you mean <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Being fair, resolution mechanics are useful. But I'm working at the level of Apocalypse World here which, as I mentioned, starts off with the idea that no rules is a perfectly fine way to play then builds a structure around that disrupting it as little as possible while adding as much of value as possible into those disruptions.</p><p></p><p></p><p></p><p>All the games I've mentioned have things in them to make them less random than a simple d20 roll (Cortex+ is roll your dice pool, pick your best two (Classic Cortex just adds up your dice pool, another reason to avoid it) - Fate uses four fate dice for an equivalent of 4d3-8, and Apocalypse World/Monsterhearts uses a 2d6 bell curve with threshold values on 7 and 10).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6292196, member: 87792"] This sums up about half my experience with Savage Worlds :) Agreed absolutely! Or you're half designing the game yourself (see GURPS 4e for details). Not a lot in my experience. The really cool thing about Apocalypse World to me is easily overlooked and not actually mentioned in any of the design documents I've seen. AW is based around freeform roleplaying and causing as little disruption as possible to a freeform experience, while adding as much as possible from the rolls of the dice. (Meguey Baker is a freeform roleplayer). It's also the first published iteration using the engine and there's a reason a lot of designers hack using it. For rules elegance Monsterhearts is better - but it might not be a game that you are able to play with your current gaming group. Avoid Classic Cortex I'd suggest. Somehow I don't think that any RPG where you can have a stat of d12+d2 is going to be your thing. Cortex+ is a very different thing (and it's a toolkit for creating games while Classic Cortex is a one-size-fits-all game). I know exactly what you mean :) Being fair, resolution mechanics are useful. But I'm working at the level of Apocalypse World here which, as I mentioned, starts off with the idea that no rules is a perfectly fine way to play then builds a structure around that disrupting it as little as possible while adding as much of value as possible into those disruptions. All the games I've mentioned have things in them to make them less random than a simple d20 roll (Cortex+ is roll your dice pool, pick your best two (Classic Cortex just adds up your dice pool, another reason to avoid it) - Fate uses four fate dice for an equivalent of 4d3-8, and Apocalypse World/Monsterhearts uses a 2d6 bell curve with threshold values on 7 and 10). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rules-Satisfying
Top