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What does "Support" for a play style mean to you?
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<blockquote data-quote="chaochou" data-source="post: 5978321" data-attributes="member: 99817"><p>I went for a tentative option 5, because option 5 is my <em>ideal</em>. That doesn't mean I don't play in games which don't meet that ideal. I do. However, I only GM games which do.</p><p></p><p>I think 'support for a playstyle' from an rpg returns to the whole 'system matters / system doesn't matter' debate.</p><p></p><p>If I say I want a 'grim and gritty' game of feuding Samurai you could call that a playstyle. But if that's all I want then I can play any one of Bushido, AD&D + Oriental Adventures, L5R, Burning Wheel + The Blossoms are Falling or The Mountain Witch and be equally happy.</p><p></p><p>However, if I also say my playstyle is this...</p><p></p><p></p><p></p><p>...then I can see that the rules of Burning Wheel and The Mountain Witch are written to provide this specific thing - they are written <em>assuming</em> that this is exactly how you will play. The rules don't just 'support' drama-based scene-framing and lack of GM force, they require it. The same can not be said of L5R, Bushido or OA.</p><p></p><p>The difficulty is that 'playstyle' can mean 'the tone of language we use at the table' (contrast Aftermath and Apocalypse World.) It can also mean 'zero to hero play' (a game supporting steadily increasing power - contrast how D&D is built on this, while FATE is not).</p><p></p><p>It can refer to ideas of pacing (ie, what method are we using to begin and end scenes?) but it can also mean 'the GM will (or will not) use force'. (Contrast oWoD with The Dresden Files.)</p><p></p><p>The problem is that each of those distinctions (and others I no doubt haven't mentioned) in 'playstyle' is a seperate aspect of designing an rpg. So when I see claims that 5e will support 'a range of playstyles' I honestly don't know what that means.</p><p></p><p>I am curious, however, to see what happens next.</p><p></p><p>- apologies if this all went a bit off topic -</p></blockquote><p></p>
[QUOTE="chaochou, post: 5978321, member: 99817"] I went for a tentative option 5, because option 5 is my [I]ideal[/I]. That doesn't mean I don't play in games which don't meet that ideal. I do. However, I only GM games which do. I think 'support for a playstyle' from an rpg returns to the whole 'system matters / system doesn't matter' debate. If I say I want a 'grim and gritty' game of feuding Samurai you could call that a playstyle. But if that's all I want then I can play any one of Bushido, AD&D + Oriental Adventures, L5R, Burning Wheel + The Blossoms are Falling or The Mountain Witch and be equally happy. However, if I also say my playstyle is this... ...then I can see that the rules of Burning Wheel and The Mountain Witch are written to provide this specific thing - they are written [I]assuming[/I] that this is exactly how you will play. The rules don't just 'support' drama-based scene-framing and lack of GM force, they require it. The same can not be said of L5R, Bushido or OA. The difficulty is that 'playstyle' can mean 'the tone of language we use at the table' (contrast Aftermath and Apocalypse World.) It can also mean 'zero to hero play' (a game supporting steadily increasing power - contrast how D&D is built on this, while FATE is not). It can refer to ideas of pacing (ie, what method are we using to begin and end scenes?) but it can also mean 'the GM will (or will not) use force'. (Contrast oWoD with The Dresden Files.) The problem is that each of those distinctions (and others I no doubt haven't mentioned) in 'playstyle' is a seperate aspect of designing an rpg. So when I see claims that 5e will support 'a range of playstyles' I honestly don't know what that means. I am curious, however, to see what happens next. - apologies if this all went a bit off topic - [/QUOTE]
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What does "Support" for a play style mean to you?
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