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Seminar Transcript - Charting the Course: An Edition for all Editions
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<blockquote data-quote="Argyle King" data-source="post: 5794864" data-attributes="member: 58416"><p>So, I'm curious how this is done in a way which is different than what is already being done with some of the toolkit systems. </p><p></p><p>For example, I can play a campaign using GURPS Lite. It's not nearly as robust as the Basic Set, but it's possible. If I want more in depth options for melee combat, I can by GURPS Martial arts, and it expands upon the rules in the Basic Set. If I want a modern game which is inspired by Hollywood reality, Matrix, and things of that nature, I use Gun Fu. If I want a more gritty experience with guns in the vein of something like Band of Brothers, I would get Tactical Shooting. </p><p></p><p>None of these options change the core. They simply expand upon the core options. Like I said, Martial Arts gives more melee options. I listed both gun books as a way to illustrate how two different supplements can cover the same topic, but do so in a way which provides a completely different style of game. As said, Gun Fu is over the top action in the vein of Equilibrium, The Matrix, and etc; Tactical Shooting would be more for a more realistic treatment of modern weaponry.</p><p></p><p>(Note: If I really wanted to, I could mix elements from both of the mentioned gun books together too.)</p><p></p><p>Is the D&D 5E model similar to that (in theory) or different? I'm curious how such an approach can be made in such a way to keep the core essence and feel of D&D. I'm also curious how such an approach can make itself different enough to make me choose it over one of the other modular games.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5794864, member: 58416"] So, I'm curious how this is done in a way which is different than what is already being done with some of the toolkit systems. For example, I can play a campaign using GURPS Lite. It's not nearly as robust as the Basic Set, but it's possible. If I want more in depth options for melee combat, I can by GURPS Martial arts, and it expands upon the rules in the Basic Set. If I want a modern game which is inspired by Hollywood reality, Matrix, and things of that nature, I use Gun Fu. If I want a more gritty experience with guns in the vein of something like Band of Brothers, I would get Tactical Shooting. None of these options change the core. They simply expand upon the core options. Like I said, Martial Arts gives more melee options. I listed both gun books as a way to illustrate how two different supplements can cover the same topic, but do so in a way which provides a completely different style of game. As said, Gun Fu is over the top action in the vein of Equilibrium, The Matrix, and etc; Tactical Shooting would be more for a more realistic treatment of modern weaponry. (Note: If I really wanted to, I could mix elements from both of the mentioned gun books together too.) Is the D&D 5E model similar to that (in theory) or different? I'm curious how such an approach can be made in such a way to keep the core essence and feel of D&D. I'm also curious how such an approach can make itself different enough to make me choose it over one of the other modular games. [/QUOTE]
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Seminar Transcript - Charting the Course: An Edition for all Editions
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