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<blockquote data-quote="Staffan" data-source="post: 7619016" data-attributes="member: 907"><p>Changeling: the Dreaming was this for me. Well, not in the sense of "who could possibly want to play this?", but more in the sense of "This is a game with a lot of cool ideas that I have no idea what to do with." I remember buying a copy at Lincon 1996 (convention in Linköping), and selling it at the auction at Sydcon a week later.</p><p></p><p>Also, Exalted 3e. It has many cool things in it, and looks like it fixes a lot of the problems with older versions. But the main problem originates in the fact that older editions had a really strong focus on combat charms (charms are basically magical powers you can use that let you use your skills in superhuman ways), simply because combat had detailed rules so there was lots of design space for combat charms, and not so much design space for "running a merchant empire" charms. In 3e, they fixed that by having detailed rules for <strong>everything</strong>, so they could make lots of charms for all the skills. But as a result, the game becomes extremely rules-heavy, and not for me.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7619016, member: 907"] Changeling: the Dreaming was this for me. Well, not in the sense of "who could possibly want to play this?", but more in the sense of "This is a game with a lot of cool ideas that I have no idea what to do with." I remember buying a copy at Lincon 1996 (convention in Linköping), and selling it at the auction at Sydcon a week later. Also, Exalted 3e. It has many cool things in it, and looks like it fixes a lot of the problems with older versions. But the main problem originates in the fact that older editions had a really strong focus on combat charms (charms are basically magical powers you can use that let you use your skills in superhuman ways), simply because combat had detailed rules so there was lots of design space for combat charms, and not so much design space for "running a merchant empire" charms. In 3e, they fixed that by having detailed rules for [B]everything[/B], so they could make lots of charms for all the skills. But as a result, the game becomes extremely rules-heavy, and not for me. [/QUOTE]
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