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UNITY RPG: The Best of D&D 4E, Pathfinder, & Dungeon World
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<blockquote data-quote="Anthony Wu" data-source="post: 7697052" data-attributes="member: 6808251"><p>Arguably there is no proposal to mix all the games, so much as there is a bit of a click-bait-y headline.</p><p></p><p>There is a pretty stark difference from giving credit to inspirations and trying to cluster-pack all those games into one. Unity will no doubt tick some of those "packing game elements together" boxes, but at the end of the day I think it is helpful to see it as its own game, but paying tribute to others. </p><p></p><p>Regarding range-band combat, I would say that it is a LOT more intuitive with a game board of some sort to ease players into the game. This could be done away with over time, but a lot of TCG games also use a mat to teach new players how to play. Hopefully with such high production values, a game mat will be included in the book, or printable from a PDF online. Once you get used to the terminology, range-bands are much quicker to run than tiles and squares, but you need to jump over that initial difficulty bump. It's not even that difficult, it's just not intuitive for people who haven't played video games that use range-bands.</p><p></p><p>I'm very glad as a bystander and follower of this project that Anson's game is generating so much of the feeling of "captivation" though. That is really the biggest goal of any game designer - to generate hype, to generate a sense of wonder and desire to play. </p><p></p><p>Personally, I have a minor quibble, Anson, if you swing by this way again: so far all the writing promoting your game talks a lot about the combat engine being fast, and about the lore being interesting/weird, and about the classes being good at fighting together with meshed initiative. This means there's not really any spotlight on how the non-combat scenes go, and how your ruleset facilitates storytelling. Dungeon World, for example, shines best in the non-combat part of the game, with the combat often feeling too free-form to newer GMs. Are there any mechanical levers to storytelling that Unity has, besides the flavor aspect? I was hoping Darkest Dungeon might give you some ideas, since it is a combat-heavy game that nonetheless creates a very nice atmosphere.</p><p></p><p>But, as game theorists will usually say about D&D - the game doesn't actually facilitate storytelling. That seems almost entirely up to the DM. FATE and DW comparatively have a lot more mechanical goodness that assists storytelling, built into the rules, even with a poor GM.</p></blockquote><p></p>
[QUOTE="Anthony Wu, post: 7697052, member: 6808251"] Arguably there is no proposal to mix all the games, so much as there is a bit of a click-bait-y headline. There is a pretty stark difference from giving credit to inspirations and trying to cluster-pack all those games into one. Unity will no doubt tick some of those "packing game elements together" boxes, but at the end of the day I think it is helpful to see it as its own game, but paying tribute to others. Regarding range-band combat, I would say that it is a LOT more intuitive with a game board of some sort to ease players into the game. This could be done away with over time, but a lot of TCG games also use a mat to teach new players how to play. Hopefully with such high production values, a game mat will be included in the book, or printable from a PDF online. Once you get used to the terminology, range-bands are much quicker to run than tiles and squares, but you need to jump over that initial difficulty bump. It's not even that difficult, it's just not intuitive for people who haven't played video games that use range-bands. I'm very glad as a bystander and follower of this project that Anson's game is generating so much of the feeling of "captivation" though. That is really the biggest goal of any game designer - to generate hype, to generate a sense of wonder and desire to play. Personally, I have a minor quibble, Anson, if you swing by this way again: so far all the writing promoting your game talks a lot about the combat engine being fast, and about the lore being interesting/weird, and about the classes being good at fighting together with meshed initiative. This means there's not really any spotlight on how the non-combat scenes go, and how your ruleset facilitates storytelling. Dungeon World, for example, shines best in the non-combat part of the game, with the combat often feeling too free-form to newer GMs. Are there any mechanical levers to storytelling that Unity has, besides the flavor aspect? I was hoping Darkest Dungeon might give you some ideas, since it is a combat-heavy game that nonetheless creates a very nice atmosphere. But, as game theorists will usually say about D&D - the game doesn't actually facilitate storytelling. That seems almost entirely up to the DM. FATE and DW comparatively have a lot more mechanical goodness that assists storytelling, built into the rules, even with a poor GM. [/QUOTE]
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