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<blockquote data-quote="steenan" data-source="post: 6013615" data-attributes="member: 23240"><p>I don't have a single favorite game, but I have a few that I love, each for a different reason.</p><p></p><p><strong>Dogs in the Vineyard</strong></p><p>- the game is not about succeeding or not - it is about choosing what you want and how far you're going to go to get it</p><p>- mechanics that really supports the main focus of the game</p><p>- a setting that feels familiar and exotic at the same time</p><p>- the book clearly describes how the game should be played (something that's missing in a lot of games)</p><p>- one can be a fanatical teenager with a gun - and it's completely different than what this sentence suggest</p><p></p><p><strong>Mouse Guard</strong></p><p>- the best heroic fantasy I know (where "heroism" means "doing what is right even when it's hard and dangerous", not "winning and looking cool")</p><p>- failure makes play more interesting (brings in complications and twists) instead of stopping it cold; system is not biased towards PC succcess</p><p>- beliefs, instincts and goals help in presenting character's individuality and reward it mechanically</p><p>- fun conflict mechanics that make combat feel chaotic while still allowing for tactics (there are minor mathematical problems with it, though)</p><p></p><p><strong>Nobilis</strong></p><p>- handles extremely powerful characters without balance problems or making challenges trivial</p><p>- system with no random component - and it does not make it too predictable</p><p>- mechanical support for long-term plans and making changes in global scale in a way that makes it interesting</p><p>- redefining reality as the core game mechanics</p><p>- a game where abstract philosophy feeds directly into extreme cinematic action</p><p>- love is explicitly prohibited for PCs - and always becomes a strong theme in play despite (or maybe because of) this prohibition</p></blockquote><p></p>
[QUOTE="steenan, post: 6013615, member: 23240"] I don't have a single favorite game, but I have a few that I love, each for a different reason. [B]Dogs in the Vineyard[/B] - the game is not about succeeding or not - it is about choosing what you want and how far you're going to go to get it - mechanics that really supports the main focus of the game - a setting that feels familiar and exotic at the same time - the book clearly describes how the game should be played (something that's missing in a lot of games) - one can be a fanatical teenager with a gun - and it's completely different than what this sentence suggest [B]Mouse Guard[/B] - the best heroic fantasy I know (where "heroism" means "doing what is right even when it's hard and dangerous", not "winning and looking cool") - failure makes play more interesting (brings in complications and twists) instead of stopping it cold; system is not biased towards PC succcess - beliefs, instincts and goals help in presenting character's individuality and reward it mechanically - fun conflict mechanics that make combat feel chaotic while still allowing for tactics (there are minor mathematical problems with it, though) [B]Nobilis[/B] - handles extremely powerful characters without balance problems or making challenges trivial - system with no random component - and it does not make it too predictable - mechanical support for long-term plans and making changes in global scale in a way that makes it interesting - redefining reality as the core game mechanics - a game where abstract philosophy feeds directly into extreme cinematic action - love is explicitly prohibited for PCs - and always becomes a strong theme in play despite (or maybe because of) this prohibition [/QUOTE]
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