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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="thefutilist" data-source="post: 9771720" data-attributes="member: 7044566"><p>[USER=42582]@pemerton[/USER] expressed my thoughts so well that what follows amounts to footnotes.</p><p></p><p></p><p>Forge philosophy relies on intent but is also specifically a reaction to system as GM tools, where the GM is seen primarily as an entertainer. The last clause is important.</p><p></p><p>Moldvay, Bunnies and Burrows and Alma Mater, all kind of fit the Forge idea of a game with intent. Vampire the Masquerade and GURPS do not.</p><p></p><p>[USER=42582]@pemerton[/USER] hit the nail on the head as to why. GURPS doesn't tell you how to play and so it's basically half a game.</p><p></p><p></p><p>As a thought experiment. Imagine three different GM guides for GURPS.</p><p></p><p></p><p>One that posits the GM's job in the way that Robin laws describes in Laws guide to good games mastering.</p><p></p><p>One that posits the GM's job as being a referee. Something like the GM's job as decsribed in the principia apocrypha.</p><p></p><p>One that posts the GM's job as being like the way you'd play Sorcerer or another old school Narrativist game.</p><p></p><p></p><p>You're going to get three massively different experiences and the system consequentiality is going to be drastically different.</p><p></p><p>Modern design in this sense, is design that tells you what the mechanics are for.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9771720, member: 7044566"] [USER=42582]@pemerton[/USER] expressed my thoughts so well that what follows amounts to footnotes. Forge philosophy relies on intent but is also specifically a reaction to system as GM tools, where the GM is seen primarily as an entertainer. The last clause is important. Moldvay, Bunnies and Burrows and Alma Mater, all kind of fit the Forge idea of a game with intent. Vampire the Masquerade and GURPS do not. [USER=42582]@pemerton[/USER] hit the nail on the head as to why. GURPS doesn't tell you how to play and so it's basically half a game. As a thought experiment. Imagine three different GM guides for GURPS. One that posits the GM's job in the way that Robin laws describes in Laws guide to good games mastering. One that posits the GM's job as being a referee. Something like the GM's job as decsribed in the principia apocrypha. One that posts the GM's job as being like the way you'd play Sorcerer or another old school Narrativist game. You're going to get three massively different experiences and the system consequentiality is going to be drastically different. Modern design in this sense, is design that tells you what the mechanics are for. [/QUOTE]
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