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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Thomas Shey" data-source="post: 8660912" data-attributes="member: 7026617"><p>To a degree, but it still makes a pretty strong effort to have a heavy game engagement in parts of the game, especially combat; you don't see games that don't care about the game aspect doing things like the "Move By", the Hero System Block, and other related mechanics; these are not just the gestures toward being significant for game play some similar ones are in other games; they have some actual teeth.</p><p></p><p>(Noteably, I have never found another game system that felt so satisfactory to play a martial artist in, because you have such a degree of engagement and decision making).</p><p></p><p></p><p></p><p>I'll give you an example of something that tips the system's hand in how much it cares about game. Hero System movement is very much set up to largely force staying on a battleboard. Even supers with very high strategic speeds have acquired them with methods that don't mean those speeds matter (at least to anywhere near the degree) tactically. If you look at other popular superhero RPGs, its almost unique in that (though at one time M&M had it, that disappeared by 2e, and the only other one I know that does something like it is BASH UE). Its very much in many ways counter-genre (though it does serve to prevent certain degenerate counter-genre results too, but on the whole it stands out how much unlike the genre it looks in this area).</p><p></p><p>There are other examples; its notably visible how hard it was until the current edition to be <em>really</em> immune to handgun fire.</p><p></p><p></p><p></p><p>I think, again, it was very gamist in some areas of focus, but largely out of habitualization. It was just incompetent about it. Again, there's too many things in, say, the combat system that want you to engage with it on a very detailed and specific level to be otherwise. This was the game system that <em>was</em> adapted for the Street Fighter game at one point after all.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8660912, member: 7026617"] To a degree, but it still makes a pretty strong effort to have a heavy game engagement in parts of the game, especially combat; you don't see games that don't care about the game aspect doing things like the "Move By", the Hero System Block, and other related mechanics; these are not just the gestures toward being significant for game play some similar ones are in other games; they have some actual teeth. (Noteably, I have never found another game system that felt so satisfactory to play a martial artist in, because you have such a degree of engagement and decision making). I'll give you an example of something that tips the system's hand in how much it cares about game. Hero System movement is very much set up to largely force staying on a battleboard. Even supers with very high strategic speeds have acquired them with methods that don't mean those speeds matter (at least to anywhere near the degree) tactically. If you look at other popular superhero RPGs, its almost unique in that (though at one time M&M had it, that disappeared by 2e, and the only other one I know that does something like it is BASH UE). Its very much in many ways counter-genre (though it does serve to prevent certain degenerate counter-genre results too, but on the whole it stands out how much unlike the genre it looks in this area). There are other examples; its notably visible how hard it was until the current edition to be [I]really[/I] immune to handgun fire. I think, again, it was very gamist in some areas of focus, but largely out of habitualization. It was just incompetent about it. Again, there's too many things in, say, the combat system that want you to engage with it on a very detailed and specific level to be otherwise. This was the game system that [I]was[/I] adapted for the Street Fighter game at one point after all. [/QUOTE]
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