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*TTRPGs General
Who plays multiple Sword and Sorcery RPGs?
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<blockquote data-quote="GMMichael" data-source="post: 6932032" data-attributes="member: 6685730"><p>DA gets an XP for this point: "...you think differently..." The obvious answer is that many games have a baked-in setting that results in certain expectations, but under the surface lies the more important answer that the rules of the game result in certain patterns, the metagame, that change your expectations without you even knowing it. The resulting feeling is what will cause some players and GMs to prefer one game over another.</p><p></p><p>If last night's one-shot counts, I'm playing Savage Worlds, D&D (5th), and Modos RPG (by me) at the same time.</p><p></p><p>The WHY is simple: different GMs prefer to run different games. I like a GM to run the game he's most comfortable with, to provide the best immersion. Few things are worse than looking down at a table during an RPG and feeling like you're playing a board game.</p><p></p><p>Savage Worlds provides a certain heroic feel with the Wild Die, exploding dice, and Bennies. However, the amount of excitement sometimes increases in direct proportion to the waning of immersion as players focus on what's happening on-table instead of in-game.</p><p></p><p>I play D&D due to familiarity and easy access. Good on them for providing a free rule set this time around. It's not my preferred game because many things in-game seem to be turned into rolls, and many rolls feel like they have a complicating factor that prevent you from just going with the flow.</p><p></p><p>Modos RPG, written purely as an exercise for freeing my poor brain of house rules, is my GM preference because it frees me up from fiddly bits: how many spaces a character moved, does a character get penalties due to accumulating status conditions, etc. But as a generic system, it suffers from the same problem GURPS or Fantasy AGE might: players need to be shown the entire setting since they don't come prepared with one in mind.</p><p></p><p>I don't get the rules confused, but my inner GM, when I'm a player anyway, frequently wants the GM to rule-zero things because it would make for better or faster gameplay. Having the knowledge of other systems actually lubricates the working of existing rule sets for this reason: when things get clunky, a better idea comes to mind. But the confusion part, I'm sure, happens on an individual basis.</p><p></p><p>I hope that helps!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6932032, member: 6685730"] DA gets an XP for this point: "...you think differently..." The obvious answer is that many games have a baked-in setting that results in certain expectations, but under the surface lies the more important answer that the rules of the game result in certain patterns, the metagame, that change your expectations without you even knowing it. The resulting feeling is what will cause some players and GMs to prefer one game over another. If last night's one-shot counts, I'm playing Savage Worlds, D&D (5th), and Modos RPG (by me) at the same time. The WHY is simple: different GMs prefer to run different games. I like a GM to run the game he's most comfortable with, to provide the best immersion. Few things are worse than looking down at a table during an RPG and feeling like you're playing a board game. Savage Worlds provides a certain heroic feel with the Wild Die, exploding dice, and Bennies. However, the amount of excitement sometimes increases in direct proportion to the waning of immersion as players focus on what's happening on-table instead of in-game. I play D&D due to familiarity and easy access. Good on them for providing a free rule set this time around. It's not my preferred game because many things in-game seem to be turned into rolls, and many rolls feel like they have a complicating factor that prevent you from just going with the flow. Modos RPG, written purely as an exercise for freeing my poor brain of house rules, is my GM preference because it frees me up from fiddly bits: how many spaces a character moved, does a character get penalties due to accumulating status conditions, etc. But as a generic system, it suffers from the same problem GURPS or Fantasy AGE might: players need to be shown the entire setting since they don't come prepared with one in mind. I don't get the rules confused, but my inner GM, when I'm a player anyway, frequently wants the GM to rule-zero things because it would make for better or faster gameplay. Having the knowledge of other systems actually lubricates the working of existing rule sets for this reason: when things get clunky, a better idea comes to mind. But the confusion part, I'm sure, happens on an individual basis. I hope that helps! [/QUOTE]
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