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Will Pathfinder be the fix?
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<blockquote data-quote="Silvercat Moonpaw" data-source="post: 4859762" data-attributes="member: 46652"><p>Which game? We've played:</p><p></p><p>3.5 Eberron. Twice.</p><p>Completely without rules of any kind. (I started this one)</p><p>Mutants&Masterminds 2e.</p><p>Pathfinder Beta.</p><p>Star Wars Saga.</p><p></p><p>But I don't entirely understand what you mean by "use" and "support". Sure, we said we were using the systems to figure out what level of power character X was in relation to character Y, but in actual play we ignored that in favor of narrative power. And in cases like SWSaga we might have taken the example of the system that you couldn't bring in magic..........but that just meant we had to cloak anything odd in the language of the setting. The actual system is irrelevant once you figure out the framework you want to pull off.</p><p></p><p>It can be tricky sometimes. You have the usual issues of power-players compounded because there's nothing holding them back. Since everyone is going to end up playing everyone else's character at some point you have to trust each other not to screw over someone else's character, and you have to be willing to work with or around someone else's portrayal. It takes players willing to let and make their characters be idiots and failures.</p><p></p><p>But it's great for unusual concepts that the rules can't really handle, characters of different power levels who still manage to be equally useful, and characters who would otherwise die quickly.</p></blockquote><p></p>
[QUOTE="Silvercat Moonpaw, post: 4859762, member: 46652"] Which game? We've played: 3.5 Eberron. Twice. Completely without rules of any kind. (I started this one) Mutants&Masterminds 2e. Pathfinder Beta. Star Wars Saga. But I don't entirely understand what you mean by "use" and "support". Sure, we said we were using the systems to figure out what level of power character X was in relation to character Y, but in actual play we ignored that in favor of narrative power. And in cases like SWSaga we might have taken the example of the system that you couldn't bring in magic..........but that just meant we had to cloak anything odd in the language of the setting. The actual system is irrelevant once you figure out the framework you want to pull off. It can be tricky sometimes. You have the usual issues of power-players compounded because there's nothing holding them back. Since everyone is going to end up playing everyone else's character at some point you have to trust each other not to screw over someone else's character, and you have to be willing to work with or around someone else's portrayal. It takes players willing to let and make their characters be idiots and failures. But it's great for unusual concepts that the rules can't really handle, characters of different power levels who still manage to be equally useful, and characters who would otherwise die quickly. [/QUOTE]
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