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<blockquote data-quote="GrahamWills" data-source="post: 8084592" data-attributes="member: 75787"><p>I think that's the first time I've had the OP of a thread chide me for thinking <em>too much</em> about their post! Is there badge for that? yeah, it took a set of particularly long and tedious work zoom meetings to go that deep into it. </p><p></p><p>I understand that everyone has different vies of what are key features of a game. I also would quibble with wikipedia's definitions, but it's a well-defined, well-read definition that seems at least roughly correct. For me I'd add in the things D&D doesn't have -- meta-currency being the big one. But I didn't want to bring inperonsal bias, so I went with an outside authority. If you want to look back in old threads and come up with your own "ten most emblematic features of D&D" that would be great -- I'm pretty sure I recall some such discussions maybe a decade back? </p><p></p><p>For your specific points, sure you can shift a point around here or there, but it won't make a lot of difference. It's pretty clear that at least based on wikipedia's definition of what is core about D&D mechanics, Numenéra is way less similar to D&D than BRP and SW are. And having played in a fantasy world SW campaign series, my experience strongly mirrors that result.</p><p></p><p>I do however completely agree that the early Numenéra published adventures are pretty awful. Devil's Spine is about the only one I ran. The others I looked at and just said no. May I recommend <a href="https://www.drivethrurpg.com/product/203852/The-Bridges-we-Burn--a-Numenera-Adventure" target="_blank">The Bridges We Burn</a> as an excellent 3rd party supplement instead? I've also had much more success using the worlds presented in the "<strong>Into the ..."</strong> series -- not adventures <em>per se</em>, but easy to create adventures from. Much better hooks and ideas than the original core books.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8084592, member: 75787"] I think that's the first time I've had the OP of a thread chide me for thinking [I]too much[/I] about their post! Is there badge for that? yeah, it took a set of particularly long and tedious work zoom meetings to go that deep into it. I understand that everyone has different vies of what are key features of a game. I also would quibble with wikipedia's definitions, but it's a well-defined, well-read definition that seems at least roughly correct. For me I'd add in the things D&D doesn't have -- meta-currency being the big one. But I didn't want to bring inperonsal bias, so I went with an outside authority. If you want to look back in old threads and come up with your own "ten most emblematic features of D&D" that would be great -- I'm pretty sure I recall some such discussions maybe a decade back? For your specific points, sure you can shift a point around here or there, but it won't make a lot of difference. It's pretty clear that at least based on wikipedia's definition of what is core about D&D mechanics, Numenéra is way less similar to D&D than BRP and SW are. And having played in a fantasy world SW campaign series, my experience strongly mirrors that result. I do however completely agree that the early Numenéra published adventures are pretty awful. Devil's Spine is about the only one I ran. The others I looked at and just said no. May I recommend [URL='https://www.drivethrurpg.com/product/203852/The-Bridges-we-Burn--a-Numenera-Adventure']The Bridges We Burn[/URL] as an excellent 3rd party supplement instead? I've also had much more success using the worlds presented in the "[B]Into the ..."[/B] series -- not adventures [I]per se[/I], but easy to create adventures from. Much better hooks and ideas than the original core books. [/QUOTE]
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