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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
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="Mustrum_Ridcully" data-source="post: 4555406" data-attributes="member: 710"><p>Well, they might not totally fail to support that, but their are games that would support it better. Similar to how I could use AD&D to create a fantasy/cyberpunk genre mix. But maybe it would be easier to play Shadowrun.</p><p></p><p></p><p></p><p></p><p>This seems a good way to describe the idea, too. </p><p></p><p>An example for this I learned from people talking about their Call of Cthulhu preferences:</p><p>They noticed that eventually, they always decided to give every new character heavy weaponry, so that they have at least some survival chance against the horrors and cultits awaiting them. </p><p>But if you think about this - this is not really what you'd want from the game - the entire theme supposes that you are a more or less average human that gets dragged into cults and horrors, starting as an innocent investigator. Why should you then be loaded with automatic weapons, shotguns or elephant guns? But not having this kind of equipment is a bad choice for "smart play". </p><p></p><p>There could be metagame constraints that make it a less bad choice. Maybe characters get "survival points" at begin of play. Solving mysteries or uncovering evidence gets extra survival points. Starting play with a weapon costs survival points. Suddenly, smart play is figuring out the right ration of using (and having) weapons or solving the mysteries. </p><p></p><p>In Torg, the reality of Horrorsh was (as the name implies) a world of horrors. Werewolves and Vampires are waiting in the dark, and Spirits and other Undeads threaten you, as well as lunatic serial killers. The World Laws of Horrors required you (at least for sufficiently "special" monsters) to find a monsters "True Death". You could engage in as many combats as you'd liked, and used the heaviest weaponry available in the game, the only thing you got was a short reprieve (and spending a lot of possibilities). Smart play was figuring out all the clues for the "True Death" - and then you could beat the enemy once and for all. And this is exactly how you'd a horror game expect to work - you can't end the threat without investigating it. You might be able to shoot thousands of zombies in th mean while, but until you have figured out how to kill the mummified and reawakened Egyptian prince once and for, they keep coming. </p><p></p><p></p><p>Without the world law of the True Death, smart play would just be "business as usual" - shoot or stab your enemy until he doesn't move anymore. There is no point in spending resources or time on investigating. Mindless violence will do the trick every time.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4555406, member: 710"] Well, they might not totally fail to support that, but their are games that would support it better. Similar to how I could use AD&D to create a fantasy/cyberpunk genre mix. But maybe it would be easier to play Shadowrun. This seems a good way to describe the idea, too. An example for this I learned from people talking about their Call of Cthulhu preferences: They noticed that eventually, they always decided to give every new character heavy weaponry, so that they have at least some survival chance against the horrors and cultits awaiting them. But if you think about this - this is not really what you'd want from the game - the entire theme supposes that you are a more or less average human that gets dragged into cults and horrors, starting as an innocent investigator. Why should you then be loaded with automatic weapons, shotguns or elephant guns? But not having this kind of equipment is a bad choice for "smart play". There could be metagame constraints that make it a less bad choice. Maybe characters get "survival points" at begin of play. Solving mysteries or uncovering evidence gets extra survival points. Starting play with a weapon costs survival points. Suddenly, smart play is figuring out the right ration of using (and having) weapons or solving the mysteries. In Torg, the reality of Horrorsh was (as the name implies) a world of horrors. Werewolves and Vampires are waiting in the dark, and Spirits and other Undeads threaten you, as well as lunatic serial killers. The World Laws of Horrors required you (at least for sufficiently "special" monsters) to find a monsters "True Death". You could engage in as many combats as you'd liked, and used the heaviest weaponry available in the game, the only thing you got was a short reprieve (and spending a lot of possibilities). Smart play was figuring out all the clues for the "True Death" - and then you could beat the enemy once and for all. And this is exactly how you'd a horror game expect to work - you can't end the threat without investigating it. You might be able to shoot thousands of zombies in th mean while, but until you have figured out how to kill the mummified and reawakened Egyptian prince once and for, they keep coming. Without the world law of the True Death, smart play would just be "business as usual" - shoot or stab your enemy until he doesn't move anymore. There is no point in spending resources or time on investigating. Mindless violence will do the trick every time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
Top