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<blockquote data-quote="AbdulAlhazred" data-source="post: 8334602" data-attributes="member: 82106"><p>I think Bushido was one of the few games I remember which DID use its attempted realism in a way that seemed to add to the game vs subtracting from it. Honestly that was probably what made it an interesting game. Things seemed pretty realistic in many ways, so you tended to play a bit more like you were THERE, where in D&D it was a lot of pawn stance stuff in those days. </p><p></p><p>That same approach didn't work well in a lot of other games, but there is a sort of feeling about the culture of that period and place that the details of things were paid attention to, and that the feel and texture of the place, the people, etc. was really important and clearly drawn. Now, maybe some of that was the guy running our game too, but you can see if you read the rules, the game's designer(s) clearly saw it the same way. </p><p></p><p>So, probably if you wanted to do a, say, PbtA, you'd have to find a way to capture that 'sharp focus' kind of feeling. It might be a tricky game to design and get right.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8334602, member: 82106"] I think Bushido was one of the few games I remember which DID use its attempted realism in a way that seemed to add to the game vs subtracting from it. Honestly that was probably what made it an interesting game. Things seemed pretty realistic in many ways, so you tended to play a bit more like you were THERE, where in D&D it was a lot of pawn stance stuff in those days. That same approach didn't work well in a lot of other games, but there is a sort of feeling about the culture of that period and place that the details of things were paid attention to, and that the feel and texture of the place, the people, etc. was really important and clearly drawn. Now, maybe some of that was the guy running our game too, but you can see if you read the rules, the game's designer(s) clearly saw it the same way. So, probably if you wanted to do a, say, PbtA, you'd have to find a way to capture that 'sharp focus' kind of feeling. It might be a tricky game to design and get right. [/QUOTE]
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