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Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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<blockquote data-quote="innerdude" data-source="post: 9497873" data-attributes="member: 85870"><p>I appreciate you trying to point out the things you see in <em>EotE. </em>It's possible there is more "traditional" game living in the weeds in <em>EotE </em>than perhaps I expected. And that does perhaps change some of the color of my interaction with the player in question. </p><p></p><p>But a couple of points ---</p><p></p><p>First, D&D is an utterly useless point of comparison for me, particularly 5e. I haven't GM-ed a D20 based game of any kind since 2009. Couldn't care less about D&D, and especially don't care about 5e. I don't own 5e, I don't play 5e, will never GM 5e. Ever.</p><p></p><p>My primary game of choice since 2010 is <em>Savage Worlds</em>. I easily have 500+ GM hours in <em>Savage Worlds, </em>across at least 4 different genres (fantasy, modern, sci-fi, cyberpunk).</p><p></p><p>I definitively know that <em>EotE</em> is much LESS granular than <em>Savage Worlds, </em>on both an individual action-resolution scale and mechanical interactivity scale. And <em>Savage Worlds</em> certainly has a relatively equal gear-based component, but because <em>Savage World</em>'s core combat is much more heavily reliant on key sets of numeric equivalences (attack vs. parry, damage vs. toughness) than <em>EotE</em>, it's much easier for gear stats to send the numeric ranges out of bounds.</p><p></p><p></p><p></p><p></p><p>Again, I appreciate your intentions, but let's just say, I am more than fully aware of all of this. I had all of this mechanical granularity and more in <em>Savage Worlds. </em>I don't need <em>EotE</em> for this. I literally <em>suggested to the group</em> at the beginning that I would have no problem using houseruled <em>Savage Worlds</em> to play this campaign. It was both eminently possible and desirable for me as a GM to do so, if the group had gone that direction.</p><p></p><p>We went with <em>EotE</em> ultimately because of what it offers that <em>isn't based on the granularity of the core rules</em>. I and two of the players wanted the additional narrative components that <em>Savage Worlds</em> doesn't have natively.</p><p></p><p>Telling me how much "trad" stuff still lives in <em>EotE</em> is ultimately non-productive. I'm not playing <em>EotE</em> for the "trad" side of things. If I want "trad", there's better options for sci-fi than <em>EotE</em>, frankly.</p><p></p><p></p><p></p><p></p><p>Point taken. I'll try to go easier on the player in question when he gets a gear hard-on next time. Still doesn't mean that the player choosing to ignore the narrative-oriented things <em>EotE</em> brings to the table isn't a category error on the player's part.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9497873, member: 85870"] I appreciate you trying to point out the things you see in [I]EotE. [/I]It's possible there is more "traditional" game living in the weeds in [I]EotE [/I]than perhaps I expected. And that does perhaps change some of the color of my interaction with the player in question. But a couple of points --- First, D&D is an utterly useless point of comparison for me, particularly 5e. I haven't GM-ed a D20 based game of any kind since 2009. Couldn't care less about D&D, and especially don't care about 5e. I don't own 5e, I don't play 5e, will never GM 5e. Ever. My primary game of choice since 2010 is [I]Savage Worlds[/I]. I easily have 500+ GM hours in [I]Savage Worlds, [/I]across at least 4 different genres (fantasy, modern, sci-fi, cyberpunk). I definitively know that [I]EotE[/I] is much LESS granular than [I]Savage Worlds, [/I]on both an individual action-resolution scale and mechanical interactivity scale. And [I]Savage Worlds[/I] certainly has a relatively equal gear-based component, but because [I]Savage World[/I]'s core combat is much more heavily reliant on key sets of numeric equivalences (attack vs. parry, damage vs. toughness) than [I]EotE[/I], it's much easier for gear stats to send the numeric ranges out of bounds. Again, I appreciate your intentions, but let's just say, I am more than fully aware of all of this. I had all of this mechanical granularity and more in [I]Savage Worlds. [/I]I don't need [I]EotE[/I] for this. I literally [I]suggested to the group[/I] at the beginning that I would have no problem using houseruled [I]Savage Worlds[/I] to play this campaign. It was both eminently possible and desirable for me as a GM to do so, if the group had gone that direction. We went with [I]EotE[/I] ultimately because of what it offers that [I]isn't based on the granularity of the core rules[/I]. I and two of the players wanted the additional narrative components that [I]Savage Worlds[/I] doesn't have natively. Telling me how much "trad" stuff still lives in [I]EotE[/I] is ultimately non-productive. I'm not playing [I]EotE[/I] for the "trad" side of things. If I want "trad", there's better options for sci-fi than [I]EotE[/I], frankly. Point taken. I'll try to go easier on the player in question when he gets a gear hard-on next time. Still doesn't mean that the player choosing to ignore the narrative-oriented things [I]EotE[/I] brings to the table isn't a category error on the player's part. [/QUOTE]
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