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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7444799" data-attributes="member: 996"><p>Thanks for your honesty! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> Some systems require more adjustment to get a different experience or handle a different genre than others, of course. Games like FUDGE/Fate, Fuzion (or Hero), or GURPS are designed to readily be used in multiple genres or for different purposes. GURPS, for instance, has world books that address a property or genre and go to town with it, you don't even have to do the tweaking yourself, and it's all still the same underlying system. d20 - like BRP, Interlock, d6, and many others from the 80s and 90s - is essentially a 'core system' that can be fleshed out and adapted to build different games, and it leverages the decades that amateurs like ourselves spent kitbashing D&D without benefit of any such considerations in its initial design. </p><p></p><p>D&D, itself, though, as a ruleset has a pretty limited range, and while a lot of us have modded it a whole heck of a lot, and, arguably, you have to tweak it some just get it running, some of what limits that range is pretty problematic...</p><p></p><p>Yep, and that makes up for a multitude of sins. Once you know a system well, once you have kitbashed it from a fantasy game to science fiction game and back again, say, you can prettymuch make it do tricks. You could probably all but write your own system - that's where 'Fantasy Heartbreakers' come from!</p><p></p><p>And, since most of us come to the hobby from D&D, far more often than not, that system that we mastered to that degree was, of course, D&D. So it has a rep for being adapted to many uses that does not actually correspond it's suitability for such adaption. Campbell may have noticed that. ;(</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7444799, member: 996"] Thanks for your honesty! :) Some systems require more adjustment to get a different experience or handle a different genre than others, of course. Games like FUDGE/Fate, Fuzion (or Hero), or GURPS are designed to readily be used in multiple genres or for different purposes. GURPS, for instance, has world books that address a property or genre and go to town with it, you don't even have to do the tweaking yourself, and it's all still the same underlying system. d20 - like BRP, Interlock, d6, and many others from the 80s and 90s - is essentially a 'core system' that can be fleshed out and adapted to build different games, and it leverages the decades that amateurs like ourselves spent kitbashing D&D without benefit of any such considerations in its initial design. D&D, itself, though, as a ruleset has a pretty limited range, and while a lot of us have modded it a whole heck of a lot, and, arguably, you have to tweak it some just get it running, some of what limits that range is pretty problematic... Yep, and that makes up for a multitude of sins. Once you know a system well, once you have kitbashed it from a fantasy game to science fiction game and back again, say, you can prettymuch make it do tricks. You could probably all but write your own system - that's where 'Fantasy Heartbreakers' come from! And, since most of us come to the hobby from D&D, far more often than not, that system that we mastered to that degree was, of course, D&D. So it has a rep for being adapted to many uses that does not actually correspond it's suitability for such adaption. Campbell may have noticed that. ;( [/QUOTE]
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