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Why Do You Hate An RPG System?
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<blockquote data-quote="pemerton" data-source="post: 7910994" data-attributes="member: 42582"><p>A further response: of course [USER=99817]@chaochou[/USER] is right to point to HeroWars/Quest for modern Gloranthan RPGing.</p><p></p><p>I also think that a properly-curated D&D 4e could do bronze age fantasy - keep the fighter, rouge, ranger, warlord and warlock from the PHB, add in the primal classes (maybe not wardens), and <em>perhaps </em>the invoker but with blast-y options taken out. Ignore the good-evil aspects of alignment even more than it's already easy to do, and play up the civilisation vs chaos element. Converting across Gloranthan creatures if one wanted to would be pretty straightforward (eg broos are, in stat terms, built on a gnoll chassis). Use the "alternative rewards" framework in the DMG, plus treasure parcels more generally, to represent rune/cult magtic, gifts etc - and just ignore, as is very easy to do in 4e, all the inherited D&D tropes of dungeons with monsters that drop loot etc.</p><p></p><p>I also should reiterate that I think RQ is a beautiful system. I just find it very punishing in actual play, moreso than Rolemaster (which is less elegant but somewhat comparable in its basic design ethos) which generates pressure towards GM steering of outcomes with a degree of disregard for the action resolution mechanics. Which is what [USER=23240]@steenan[/USER] had commented on in relation to a system that "lies" and that encourages the GM to "lie" to the players.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7910994, member: 42582"] A further response: of course [USER=99817]@chaochou[/USER] is right to point to HeroWars/Quest for modern Gloranthan RPGing. I also think that a properly-curated D&D 4e could do bronze age fantasy - keep the fighter, rouge, ranger, warlord and warlock from the PHB, add in the primal classes (maybe not wardens), and [I]perhaps [/I]the invoker but with blast-y options taken out. Ignore the good-evil aspects of alignment even more than it's already easy to do, and play up the civilisation vs chaos element. Converting across Gloranthan creatures if one wanted to would be pretty straightforward (eg broos are, in stat terms, built on a gnoll chassis). Use the "alternative rewards" framework in the DMG, plus treasure parcels more generally, to represent rune/cult magtic, gifts etc - and just ignore, as is very easy to do in 4e, all the inherited D&D tropes of dungeons with monsters that drop loot etc. I also should reiterate that I think RQ is a beautiful system. I just find it very punishing in actual play, moreso than Rolemaster (which is less elegant but somewhat comparable in its basic design ethos) which generates pressure towards GM steering of outcomes with a degree of disregard for the action resolution mechanics. Which is what [USER=23240]@steenan[/USER] had commented on in relation to a system that "lies" and that encourages the GM to "lie" to the players. [/QUOTE]
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