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True 20 - Who here has played it, and what was your experience?
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<blockquote data-quote="Father of Dragons" data-source="post: 3643011" data-attributes="member: 52294"><p>It is, however, a reasonably complete answer to the question the original poster asked. What you want seems to be the answer to the question you think they should have asked instead. I do not disagree that your question is likely to produce more useful responses.</p><p></p><p>Myself, I've played in the <u>Caliphate Nights</u> setting under True20, and I thought it was very flavorful. In play, there was enough mechanics to resolve matters without the Narrator being arbitrary, but not so much as to detract from the story telling. In that environment, conviction points provided a very useful and evocative game mechanic, allowing the Narrator to reward role-playing in the middle of the action, and allowing the characters to assume the larger than life roles that the setting called for.</p><p></p><p>As a GM/Narrator, I've used True20 to run a "wizards in high school" game, and there, again, it seemed to provide the right level of mechanics for what I was doing. Since it was my own homebrew setting, the lack of ability to simulate an existing system was not a problem (neither D&D nor D20 Modern's magic system would have been a good match, since I didn't even have a concept of clerical magic in my setting and the standard "fire and forgot" wouldn't have matched the flavor). Conviction, virtues and vices and the powers were the particular strengths of the system here.</p><p></p><p>Personally, when I want to play or run D&D, I play or run D&D. I primarily use True20 to implement my own settings.</p></blockquote><p></p>
[QUOTE="Father of Dragons, post: 3643011, member: 52294"] It is, however, a reasonably complete answer to the question the original poster asked. What you want seems to be the answer to the question you think they should have asked instead. I do not disagree that your question is likely to produce more useful responses. Myself, I've played in the [u]Caliphate Nights[/u] setting under True20, and I thought it was very flavorful. In play, there was enough mechanics to resolve matters without the Narrator being arbitrary, but not so much as to detract from the story telling. In that environment, conviction points provided a very useful and evocative game mechanic, allowing the Narrator to reward role-playing in the middle of the action, and allowing the characters to assume the larger than life roles that the setting called for. As a GM/Narrator, I've used True20 to run a "wizards in high school" game, and there, again, it seemed to provide the right level of mechanics for what I was doing. Since it was my own homebrew setting, the lack of ability to simulate an existing system was not a problem (neither D&D nor D20 Modern's magic system would have been a good match, since I didn't even have a concept of clerical magic in my setting and the standard "fire and forgot" wouldn't have matched the flavor). Conviction, virtues and vices and the powers were the particular strengths of the system here. Personally, when I want to play or run D&D, I play or run D&D. I primarily use True20 to implement my own settings. [/QUOTE]
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True 20 - Who here has played it, and what was your experience?
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