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<blockquote data-quote="Neonchameleon" data-source="post: 7857686" data-attributes="member: 87792"><p>Fair enough.</p><p></p><p>The best thing about Apocalypse World is the rhythm; it is based on the rules causing minimal disruption to freeform roleplaying. This means that, especially with new gamers and freeformers the dice and mechanics slide in, enhancing the experience with conflict resolution and extra details while not breaking flow. (This applies less to experienced tabletop RPGers who have learned the flow of e.g. D&D and may have to fight what they have learned). And for running it's in many ways a joy - the game does so much work and leads to highly intense stories while not requiring much GM preparation. Monsterhearts is a distilled version of the same basic experience focused on the teen horror genre rather than a post-apocalyptic setting.</p><p></p><p>If I'm going to break out the battlemap and have tactical combat in my RPG I want to be using D&D 4e. It has an insane amount of character customisation (I feel cramped by comparison in both 3.5 and Pathfinder - and yes I know both pretty well) and details how characters move and what they do under pressure in ways no other game I'm aware of. And what you do when the rubber meets the road is roleplaying. If you want short, snappy combat use something else (preferably not a WotC produced version of D&D).</p><p></p><p>The Rules Cyclopaedia meanwhile is the other end of the D&D spectrum (there's a good case for Labyrinth Lord instead). Fast, snappy, and with XP for GP it encourages a highly mercenary playstyle with characters graduating from going in mob-handed with hirelings to big damn heroes to lords. And combat is fast and lethal.</p><p></p><p>Marvel Heroic Roleplaying may soon be superseded by the Sentinels Comics RPG, but is really <em>the </em>system to date that's let me play comic book characters and feel like it's a four colour superhero comic complete with appropriate balancing, and that things are going wrong in the right ways. </p><p></p><p>Blades in the Dark has a resolution system that's taken over from several others for me. It has the advantages of single sided character sheets, and fast flowing mechanics that create complications, allowing for low prep GMing and lots of interesting choices and characterisation, with stories that spiral fast out of control normally in the best ways.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7857686, member: 87792"] Fair enough. The best thing about Apocalypse World is the rhythm; it is based on the rules causing minimal disruption to freeform roleplaying. This means that, especially with new gamers and freeformers the dice and mechanics slide in, enhancing the experience with conflict resolution and extra details while not breaking flow. (This applies less to experienced tabletop RPGers who have learned the flow of e.g. D&D and may have to fight what they have learned). And for running it's in many ways a joy - the game does so much work and leads to highly intense stories while not requiring much GM preparation. Monsterhearts is a distilled version of the same basic experience focused on the teen horror genre rather than a post-apocalyptic setting. If I'm going to break out the battlemap and have tactical combat in my RPG I want to be using D&D 4e. It has an insane amount of character customisation (I feel cramped by comparison in both 3.5 and Pathfinder - and yes I know both pretty well) and details how characters move and what they do under pressure in ways no other game I'm aware of. And what you do when the rubber meets the road is roleplaying. If you want short, snappy combat use something else (preferably not a WotC produced version of D&D). The Rules Cyclopaedia meanwhile is the other end of the D&D spectrum (there's a good case for Labyrinth Lord instead). Fast, snappy, and with XP for GP it encourages a highly mercenary playstyle with characters graduating from going in mob-handed with hirelings to big damn heroes to lords. And combat is fast and lethal. Marvel Heroic Roleplaying may soon be superseded by the Sentinels Comics RPG, but is really [I]the [/I]system to date that's let me play comic book characters and feel like it's a four colour superhero comic complete with appropriate balancing, and that things are going wrong in the right ways. Blades in the Dark has a resolution system that's taken over from several others for me. It has the advantages of single sided character sheets, and fast flowing mechanics that create complications, allowing for low prep GMing and lots of interesting choices and characterisation, with stories that spiral fast out of control normally in the best ways. [/QUOTE]
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