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UNITY RPG: The Best of D&D 4E, Pathfinder, & Dungeon World
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<blockquote data-quote="EzekielRaiden" data-source="post: 7697177" data-attributes="member: 6790260"><p>An interesting post, though I think it could have been given a little more...meat, I guess?</p><p></p><p>That is, you did a good job of explaining the internal and external ("Watsonian" and "Doylist," if you prefer) justifications for the Breach mechanic in Unity, but left it really vague as to how this concept of "setting-justified mechanics" could be tailored to fit other, well-known settings. I think this would have been a very useful way to "sell" your system to people who might like it but don't care for the default setting.</p><p></p><p>As an example, consider Planescape, which has two (more or less) setting-specific mechanics that seem ripe for use as examples. Firstly, one of the Things about the Planescape setting is that belief shapes the planes. Sigil is constantly re-aligning itself, both for understandable and incomprehensible reasons. Locations can shift between planes if a sufficiently strong change in its residents' behavior occurs, as when the border-town in Planescape: Torment shifts from the Borderlands to Carceri due to the malign influence of an extraplanar being. These kinds of "reality shifts" share a certain similarity to the Breach mechanic, and would thus be a good way to show how to re-work the already present mechanics into a new, more Planescape-specific form.</p><p></p><p>Secondly, Planescape in general--and Sigil in particular--is ALL ABOUT the crazy random Portals and the weird Keys that open them. This is less clearly like the Breach mechanic, but still has a certain vein of similarity (crossing between locations). Thus, it gives you a degree of contrast--still potentially making use of mechanical elements already present in Unity, but going further afield.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7697177, member: 6790260"] An interesting post, though I think it could have been given a little more...meat, I guess? That is, you did a good job of explaining the internal and external ("Watsonian" and "Doylist," if you prefer) justifications for the Breach mechanic in Unity, but left it really vague as to how this concept of "setting-justified mechanics" could be tailored to fit other, well-known settings. I think this would have been a very useful way to "sell" your system to people who might like it but don't care for the default setting. As an example, consider Planescape, which has two (more or less) setting-specific mechanics that seem ripe for use as examples. Firstly, one of the Things about the Planescape setting is that belief shapes the planes. Sigil is constantly re-aligning itself, both for understandable and incomprehensible reasons. Locations can shift between planes if a sufficiently strong change in its residents' behavior occurs, as when the border-town in Planescape: Torment shifts from the Borderlands to Carceri due to the malign influence of an extraplanar being. These kinds of "reality shifts" share a certain similarity to the Breach mechanic, and would thus be a good way to show how to re-work the already present mechanics into a new, more Planescape-specific form. Secondly, Planescape in general--and Sigil in particular--is ALL ABOUT the crazy random Portals and the weird Keys that open them. This is less clearly like the Breach mechanic, but still has a certain vein of similarity (crossing between locations). Thus, it gives you a degree of contrast--still potentially making use of mechanical elements already present in Unity, but going further afield. [/QUOTE]
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