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*TTRPGs General
Should D&D (or any other RPG) actually attempt to be "All Things to All People"?
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<blockquote data-quote="pemerton" data-source="post: 5658171" data-attributes="member: 42582"><p>All this makes sense. Ron Edwards, in his various essays, talks about this sort of drifting of Champions - and using disadvantages, Hunted, etc as pre-cursors to kicks and bangs.</p><p></p><p>The reason Rolemaster can be drifted (in my experience) is that it's action resolution mechanics have many points of player intervention required, which permit metagame priorities to be injected into play (allocate bonuses from a pool to A, B and C, for example, in order to decide how you frame your action for this round).</p><p></p><p>The reason I feel BRP is so resistant to drifting is that it hasn't got the character build aspects you identify in Champions, nor the action resolution features my group discovered in Rolemaster. In that sense, it's very tightly designed!</p><p></p><p>Agreed. But this goes to my impossibility-of-all-things-to-all-people point. If you want to play HeroQuest fantasy, you won't get that experience by playing Runequest. And vice versa. Genre is only a modest part of what makes a game suitable for a particular desired play experience.</p><p></p><p>I use HQ to inspire my 4e play, rather than just GMing HQ, precisely for this reason - me and my group like crunchy combat! But the ideas on encounter design and resolution in HQ are excellent - far better advice on running 4e than most of what is in the 4e rulebooks (but for the advice in HeroWars and HQ on how to run extended contests, for example, I don't think I would have been able to run skill challenges).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5658171, member: 42582"] All this makes sense. Ron Edwards, in his various essays, talks about this sort of drifting of Champions - and using disadvantages, Hunted, etc as pre-cursors to kicks and bangs. The reason Rolemaster can be drifted (in my experience) is that it's action resolution mechanics have many points of player intervention required, which permit metagame priorities to be injected into play (allocate bonuses from a pool to A, B and C, for example, in order to decide how you frame your action for this round). The reason I feel BRP is so resistant to drifting is that it hasn't got the character build aspects you identify in Champions, nor the action resolution features my group discovered in Rolemaster. In that sense, it's very tightly designed! Agreed. But this goes to my impossibility-of-all-things-to-all-people point. If you want to play HeroQuest fantasy, you won't get that experience by playing Runequest. And vice versa. Genre is only a modest part of what makes a game suitable for a particular desired play experience. I use HQ to inspire my 4e play, rather than just GMing HQ, precisely for this reason - me and my group like crunchy combat! But the ideas on encounter design and resolution in HQ are excellent - far better advice on running 4e than most of what is in the 4e rulebooks (but for the advice in HeroWars and HQ on how to run extended contests, for example, I don't think I would have been able to run skill challenges). [/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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