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What dead game would you resurrect?
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<blockquote data-quote="Autumnal" data-source="post: 9181287" data-attributes="member: 6671663"><p>Since I brought it up: Ringworld was a BRP game, with a broadly familiar set of skills. But any skill could get nested subspecialties. Up to, IIRC, 50%, you just used the base skill. Above that, things branched:</p><p></p><p>History</p><p>-Pre-spaceflight history</p><p>—Pre-Anthropocene (1700-1950) history</p><p></p><p>Planetology</p><p>-Atypical planets</p><p>—Rogue/isolated planets</p><p></p><p>Acting</p><p>-Live performance</p><p>—Method acting</p><p></p><p>And so on. I think the further skill thresholds were 75% and 90% but am not sure. And there was the option of adding a second specialization at the existing tier rather than tunneling down more. </p><p></p><p>History</p><p>-Pre-spaceflight history </p><p>-Second colonization wave</p><p></p><p>In theory both of those could get subspecialties and on and on, but that would take many skill points indeed. </p><p></p><p>The rulebook provided a bunch of example branchings but explicitly didn’t even try to be exhaustive, so skill development in play folded in some elements of world building. </p><p></p><p>These days I prefer not to have discrete skills, folding it all into backgrounds and professions and such, but Ringworld worked very well for the kinds of adventures it did, and David Dunham made great use of it in cyberpunk along with Pendragon personality traits and passions.</p></blockquote><p></p>
[QUOTE="Autumnal, post: 9181287, member: 6671663"] Since I brought it up: Ringworld was a BRP game, with a broadly familiar set of skills. But any skill could get nested subspecialties. Up to, IIRC, 50%, you just used the base skill. Above that, things branched: History -Pre-spaceflight history —Pre-Anthropocene (1700-1950) history Planetology -Atypical planets —Rogue/isolated planets Acting -Live performance —Method acting And so on. I think the further skill thresholds were 75% and 90% but am not sure. And there was the option of adding a second specialization at the existing tier rather than tunneling down more. History -Pre-spaceflight history -Second colonization wave In theory both of those could get subspecialties and on and on, but that would take many skill points indeed. The rulebook provided a bunch of example branchings but explicitly didn’t even try to be exhaustive, so skill development in play folded in some elements of world building. These days I prefer not to have discrete skills, folding it all into backgrounds and professions and such, but Ringworld worked very well for the kinds of adventures it did, and David Dunham made great use of it in cyberpunk along with Pendragon personality traits and passions. [/QUOTE]
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