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Should D&D (or any other RPG) actually attempt to be "All Things to All People"?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5657148" data-attributes="member: 54877"><p>With each edition of Hero, what you say became more true. Well, technically it hasn't really changed much between 4th and 6th, because that aspect was already fairly maxed out by 4th. If anything, it became slightly more neutral in 5th and stayed that way in 6th, because of the focus more on the technical framework than the fluff.</p><p> </p><p>However, 3rd edition and earlier Champions was very easy to drift in ways that might be surprising. For that matter, 1st edition Fantasy Hero (before unification of the system) was also. The combination of a generic and effects-based, with some odd-ball character flavorings thrown in, tended to downplay the exploration-heavy play. And Hero has always been much heavier on the front-end than in play--character generation and campaign framework. If the GM and/or one or two players handle that aspect, and you set up the campaign framework to not be too involved, for the other players, Hero can be very light. Drift Hero's disadvantages into explicitly character-defining mechanics, and you've got something very far from simulation.</p><p> </p><p>I believe that some of the early GNS narrativism play was done with early Champions. It's easy to drift into exploring themes instead of exploring the world or the characters. Once you do that, you are within shouting distance of GNS narrativisim.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5657148, member: 54877"] With each edition of Hero, what you say became more true. Well, technically it hasn't really changed much between 4th and 6th, because that aspect was already fairly maxed out by 4th. If anything, it became slightly more neutral in 5th and stayed that way in 6th, because of the focus more on the technical framework than the fluff. However, 3rd edition and earlier Champions was very easy to drift in ways that might be surprising. For that matter, 1st edition Fantasy Hero (before unification of the system) was also. The combination of a generic and effects-based, with some odd-ball character flavorings thrown in, tended to downplay the exploration-heavy play. And Hero has always been much heavier on the front-end than in play--character generation and campaign framework. If the GM and/or one or two players handle that aspect, and you set up the campaign framework to not be too involved, for the other players, Hero can be very light. Drift Hero's disadvantages into explicitly character-defining mechanics, and you've got something very far from simulation. I believe that some of the early GNS narrativism play was done with early Champions. It's easy to drift into exploring themes instead of exploring the world or the characters. Once you do that, you are within shouting distance of GNS narrativisim. [/QUOTE]
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Should D&D (or any other RPG) actually attempt to be "All Things to All People"?
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