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The Best Thing from 4E
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<blockquote data-quote="pemerton" data-source="post: 6566276" data-attributes="member: 42582"><p>At least I didn't try to make a career out of it like 2nd ed AD&D did!</p><p></p><p>I sort-of muddled about, mixing short-ish dungeons (Moldvay's "The Haunted Keep" was my model) with attempts at dramatic motivation, with recurring villains, revenge etc. OA was a breakthrough, and then I moved to Rolemaster, but run in the same sort of spirit.</p><p></p><p>I enjoyed the FF books, and still have a dozen or two of them on my shelf as well as a folder with all my old maps. A year or two ago I even got out Shamutanti Hills and City of Traps and spent an afternoon playing through them.</p><p></p><p>But my D&D was never that close to these. I think I always aspired to a bit more sustained narrative depth, even if I didn't always achieve it.</p><p></p><p>That map looks like it could be straight from FF! </p><p></p><p>I've played only a little bit of Pendragon. [MENTION=49017]Bluenose[/MENTION] on these boards knows it well, I think, and might be able to give advice on its detachability from strict world/genre sim.</p><p></p><p>I don't know SoIF, hence can't comment on it, but I can see why you're looking at RQ/BRP.</p><p></p><p>For the game you are describing, I would absolutely recommend Burning Wheel - good for low power, does character focus and ties of blood and loyalty very well - but you may not want to have to pick up a new system. At a superficial glance it has quite a bit in common with RQ (detailed skill list, advancement by doing, gritty combat, good support for non-combat as well as combat) but in the details of play it is very different (players are expected to metagame advancement, to play their characters hard in pursuit of troubles and goals to earn the fate points that make sustained mechanical success more than remotely feasible).</p><p></p><p>BW is far, far grittier than 4e - my running of <a href="http://www.enworld.org/forum/showthread.php?393493-Maiden-Voyage-%28Penumbra-d20-module%29" target="_blank">Maiden Voyage</a> ended up with the crew mostly dead, the ship sunk and the PCs adrift in the Wooly Bay clinging to wreckage - but it doesn't have PC mortality as a consequence of failure in the fiction (those PCs are laden with fate points to help them survive the next scenario, in the Bright Desert).</p><p></p><p>I think contemporary Mongoose RQ is less instantly fatal than classic RQ. And any form of RQ will be mechanically less intricate than BW. But won't have the same mechanics for bringing blood and loyalty to the fore.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6566276, member: 42582"] At least I didn't try to make a career out of it like 2nd ed AD&D did! I sort-of muddled about, mixing short-ish dungeons (Moldvay's "The Haunted Keep" was my model) with attempts at dramatic motivation, with recurring villains, revenge etc. OA was a breakthrough, and then I moved to Rolemaster, but run in the same sort of spirit. I enjoyed the FF books, and still have a dozen or two of them on my shelf as well as a folder with all my old maps. A year or two ago I even got out Shamutanti Hills and City of Traps and spent an afternoon playing through them. But my D&D was never that close to these. I think I always aspired to a bit more sustained narrative depth, even if I didn't always achieve it. That map looks like it could be straight from FF! I've played only a little bit of Pendragon. [MENTION=49017]Bluenose[/MENTION] on these boards knows it well, I think, and might be able to give advice on its detachability from strict world/genre sim. I don't know SoIF, hence can't comment on it, but I can see why you're looking at RQ/BRP. For the game you are describing, I would absolutely recommend Burning Wheel - good for low power, does character focus and ties of blood and loyalty very well - but you may not want to have to pick up a new system. At a superficial glance it has quite a bit in common with RQ (detailed skill list, advancement by doing, gritty combat, good support for non-combat as well as combat) but in the details of play it is very different (players are expected to metagame advancement, to play their characters hard in pursuit of troubles and goals to earn the fate points that make sustained mechanical success more than remotely feasible). BW is far, far grittier than 4e - my running of [url=http://www.enworld.org/forum/showthread.php?393493-Maiden-Voyage-%28Penumbra-d20-module%29]Maiden Voyage[/url] ended up with the crew mostly dead, the ship sunk and the PCs adrift in the Wooly Bay clinging to wreckage - but it doesn't have PC mortality as a consequence of failure in the fiction (those PCs are laden with fate points to help them survive the next scenario, in the Bright Desert). I think contemporary Mongoose RQ is less instantly fatal than classic RQ. And any form of RQ will be mechanically less intricate than BW. But won't have the same mechanics for bringing blood and loyalty to the fore. [/QUOTE]
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