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General Tabletop Discussion
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Where's the American Fantasy RPG?
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<blockquote data-quote="ART!" data-source="post: 8074778" data-attributes="member: 79926"><p>I don't think anyone has figured out how to emulate modern super-hero movies and tv shows <em>specifically</em>, and in an era of Critical Role et al this hypothetical game might also need a big YouTube, Twitch, etc. presence.</p><p></p><p></p><p></p><p>...except in games where math isn't much of an issue. I've played in many super-hero games using narrative-based systems, and it worked really, really well.</p><p></p><p></p><p></p><p>I get where you're coming from, but narrative games put less emphasis on traditional ideas of advancement.</p><p></p><p>A drama build of Cortex Prime (modeled after the Smallville version of Cortex Plus) emulates superhero tv series, eliminates concerns of power differentials completely, and works beautifully.</p><p></p><p>None of these are like GURPS or super-complex.</p><p></p><p></p><p></p><p>There are plenty of games that emulate the kind of dramatic progress that super-hero comics, shows, and movies focus on.</p><p></p><p>It's an interesting cultural phenomenon that more mechanical, XP-progress, leveling-up games like D&D are more popular than the alternatives.</p><p></p><p></p><p></p><p>Games that emphasize a character's dramatic import (over mechanical stuff about super-hero physics, power levels, etc) skip this problem completely. Their drama can be just as natural and varied as anything else - perhaps more so since their focus is on the drama itself. Everyone's participation is equal because they have equal dramatic import, an effect created by rules that focus on things like convictions, connections to other characters and organizations, etc.</p><p></p><p></p><p></p><p>Right, and the focus of those shows - like the comics they're based on - is more soap opera than dungeon crawl, so a rules system wouldn't need to focus on the same things we expect from a game that emphasizes leveling-up and the like.</p><p></p><p></p><p></p><p>The geographic spaces typical of D&D maps are heavily influenced by the American notions of westward expansion and "untamed" wilderness in the heads of D&D's creators.</p><p></p><p>For me, and American-inspired D&D would look like Colonial Gothic and Northern Crown, i.e. a magic-injected alternate colonial-era America setting.</p></blockquote><p></p>
[QUOTE="ART!, post: 8074778, member: 79926"] I don't think anyone has figured out how to emulate modern super-hero movies and tv shows [I]specifically[/I], and in an era of Critical Role et al this hypothetical game might also need a big YouTube, Twitch, etc. presence. ...except in games where math isn't much of an issue. I've played in many super-hero games using narrative-based systems, and it worked really, really well. I get where you're coming from, but narrative games put less emphasis on traditional ideas of advancement. A drama build of Cortex Prime (modeled after the Smallville version of Cortex Plus) emulates superhero tv series, eliminates concerns of power differentials completely, and works beautifully. None of these are like GURPS or super-complex. There are plenty of games that emulate the kind of dramatic progress that super-hero comics, shows, and movies focus on. It's an interesting cultural phenomenon that more mechanical, XP-progress, leveling-up games like D&D are more popular than the alternatives. Games that emphasize a character's dramatic import (over mechanical stuff about super-hero physics, power levels, etc) skip this problem completely. Their drama can be just as natural and varied as anything else - perhaps more so since their focus is on the drama itself. Everyone's participation is equal because they have equal dramatic import, an effect created by rules that focus on things like convictions, connections to other characters and organizations, etc. Right, and the focus of those shows - like the comics they're based on - is more soap opera than dungeon crawl, so a rules system wouldn't need to focus on the same things we expect from a game that emphasizes leveling-up and the like. The geographic spaces typical of D&D maps are heavily influenced by the American notions of westward expansion and "untamed" wilderness in the heads of D&D's creators. For me, and American-inspired D&D would look like Colonial Gothic and Northern Crown, i.e. a magic-injected alternate colonial-era America setting. [/QUOTE]
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