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What the Heck is Fractal Adventure Design?
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<blockquote data-quote="Argyle King" data-source="post: 7652933" data-attributes="member: 58416"><p>It sounds like you're describing the premise upon which GURPS City Stats is based. <a href="http://www.sjgames.com/gurps/books/citystats/" target="_blank">http://www.sjgames.com/gurps/books/citystats/</a></p><p></p><p>"<strong><em>GURPS City Stats</em></strong> offers cohesive rules to define a city's impact on adventurers. A new stat block provides a compact way to write up a city, just like a character, vehicle, or planet. Guidelines for using urban regions in your campaign suggest how to turn them into exciting encounters or challenging places to live."</p><p></p><p></p><p></p><p>In general, the idea that (I think) you're talking about is one of the things that made me like GURPS 4th Edition in general. There is a certain consistency to the rules which (I feel) provide for a broader range of solutions to a problem to be viable. Everything from swinging a sword to casting a spell to using diplomacy is done in more or less the same way. Despite the cumbersome reputation of the system, the consistency I've found while running the game has made me believe -my opinion- that the game is less cumbersome than some editions of D&D. Do I still find some faults with the system? Sure; sometimes I do, but I like having a game which has the flexibility to allow me to handle a wide variety of situations. On the adventuring level, I like that one player can play a silver tongued bard and another player can play a hack'n'slash barbarian and both contribute to the adventure. On a larger scale, the consistency of how things work allow me to stat up a city or a magic item in more-or-less the same way I'd stat up a character and be confident that things still work. </p><p></p><p></p><p>All this being said, I'm still not sure that I'm entirely sure on what 'fractal' means in regards to the OP. I feel like I do, but, somehow; at the end of the article, I still felt unsure.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7652933, member: 58416"] It sounds like you're describing the premise upon which GURPS City Stats is based. [url]http://www.sjgames.com/gurps/books/citystats/[/url] "[B][I]GURPS City Stats[/I][/B] offers cohesive rules to define a city's impact on adventurers. A new stat block provides a compact way to write up a city, just like a character, vehicle, or planet. Guidelines for using urban regions in your campaign suggest how to turn them into exciting encounters or challenging places to live." In general, the idea that (I think) you're talking about is one of the things that made me like GURPS 4th Edition in general. There is a certain consistency to the rules which (I feel) provide for a broader range of solutions to a problem to be viable. Everything from swinging a sword to casting a spell to using diplomacy is done in more or less the same way. Despite the cumbersome reputation of the system, the consistency I've found while running the game has made me believe -my opinion- that the game is less cumbersome than some editions of D&D. Do I still find some faults with the system? Sure; sometimes I do, but I like having a game which has the flexibility to allow me to handle a wide variety of situations. On the adventuring level, I like that one player can play a silver tongued bard and another player can play a hack'n'slash barbarian and both contribute to the adventure. On a larger scale, the consistency of how things work allow me to stat up a city or a magic item in more-or-less the same way I'd stat up a character and be confident that things still work. All this being said, I'm still not sure that I'm entirely sure on what 'fractal' means in regards to the OP. I feel like I do, but, somehow; at the end of the article, I still felt unsure. [/QUOTE]
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