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<blockquote data-quote="Blue" data-source="post: 9273150" data-attributes="member: 20564"><p>What system would you recommend for...?</p><p></p><p>Running a mythic world, where the "dome of the sky" is a literal dome, the stars souls of major figures, and the constellations rearrange themselves to give omens of weal and woe. The sun is literally carried across the sky in a chariot, and rides back in the underworld every night. Speaking to the dead, or in the rarest of cases retrieving them requires a perilous trip down to the underworld. Prophesy will occur.</p><p></p><p>Challenges come in a variety of flavors that favor clever heroes who think of unexpected solutions. Combat can be part of some, but is not the most common, and probably doesn't even need the "zoom in" to highly granular actions many games give it. On the other hand, there needs to be a robust system for challenges that can handle all sorts of different resources and skills being used. Mechanically a variety of different types of consequences of these challenges should be able to be handled, from being exhausted to enraged to cursed. PC creation should be following that, not where the majority of character rules have to do with combat.</p></blockquote><p></p>
[QUOTE="Blue, post: 9273150, member: 20564"] What system would you recommend for...? Running a mythic world, where the "dome of the sky" is a literal dome, the stars souls of major figures, and the constellations rearrange themselves to give omens of weal and woe. The sun is literally carried across the sky in a chariot, and rides back in the underworld every night. Speaking to the dead, or in the rarest of cases retrieving them requires a perilous trip down to the underworld. Prophesy will occur. Challenges come in a variety of flavors that favor clever heroes who think of unexpected solutions. Combat can be part of some, but is not the most common, and probably doesn't even need the "zoom in" to highly granular actions many games give it. On the other hand, there needs to be a robust system for challenges that can handle all sorts of different resources and skills being used. Mechanically a variety of different types of consequences of these challenges should be able to be handled, from being exhausted to enraged to cursed. PC creation should be following that, not where the majority of character rules have to do with combat. [/QUOTE]
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