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With the Holy Trinity out, let's take stock of 5E
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<blockquote data-quote="Neonchameleon" data-source="post: 6467121" data-attributes="member: 87792"><p>Apparently you either have not understood the Forge or did not read it. That's the <em>opposite</em> of both the Forge approach and the very purpose of GNS - which was largely saying "There are multiple good ways. Here's what we are interested in - and these ways are good as well even if not our cup of tea". </p><p></p><p></p><p></p><p>An interesting description of a theory that falls apart in an absolute mish-mash because it can account for most things, including many that are logically impossible and has no predictive power at all.</p><p></p><p>GNS had precisely two insights - but both of them were good things. The first is that Gamism is a legitimate mode of play (rather than deprecated as in the 90s) and the second is that games should produce much better stories than they were.</p><p></p><p></p><p></p><p>And yet the Forge was quite happy to tell Edwards where to stick it over his Brain Damage comments.</p><p></p><p></p><p></p><p>Apparently Supplement 1: Greyhawk was never published. And the Thief class doesn't exist. And spells do not solve problems. Casting <em>knock</em> is a mechanical resolution. There also has never been a bend bars/lift gates chance attached to strength.</p><p></p><p>Three different forms of mechanical resolution, all in D&D since the very earliest days.</p><p></p><p></p><p></p><p>This is <em>extremely</em> atypical in my experience. And it's something that published rulesets make not happen. When designing a GURPS character I know <em>exactly</em> what they can do physically.</p><p></p><p></p><p></p><p>"Players never know what they are capable of doing as a character except by playing experience in a game."</p><p></p><p>Apparently players are restricted by the capabilities of the character they are playing. Next.</p><p></p><p>The simple facts here are that the way you describe RPGs is in direct contradiction to how literally everyone else I have ever read from Gygax onwards describes them.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6467121, member: 87792"] Apparently you either have not understood the Forge or did not read it. That's the [I]opposite[/I] of both the Forge approach and the very purpose of GNS - which was largely saying "There are multiple good ways. Here's what we are interested in - and these ways are good as well even if not our cup of tea". An interesting description of a theory that falls apart in an absolute mish-mash because it can account for most things, including many that are logically impossible and has no predictive power at all. GNS had precisely two insights - but both of them were good things. The first is that Gamism is a legitimate mode of play (rather than deprecated as in the 90s) and the second is that games should produce much better stories than they were. And yet the Forge was quite happy to tell Edwards where to stick it over his Brain Damage comments. Apparently Supplement 1: Greyhawk was never published. And the Thief class doesn't exist. And spells do not solve problems. Casting [I]knock[/I] is a mechanical resolution. There also has never been a bend bars/lift gates chance attached to strength. Three different forms of mechanical resolution, all in D&D since the very earliest days. This is [I]extremely[/I] atypical in my experience. And it's something that published rulesets make not happen. When designing a GURPS character I know [I]exactly[/I] what they can do physically. "Players never know what they are capable of doing as a character except by playing experience in a game." Apparently players are restricted by the capabilities of the character they are playing. Next. The simple facts here are that the way you describe RPGs is in direct contradiction to how literally everyone else I have ever read from Gygax onwards describes them. [/QUOTE]
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With the Holy Trinity out, let's take stock of 5E
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