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General Tabletop Discussion
*Pathfinder & Starfinder
Wizkids should take the Pathfinder 1.0 ruleset and publish their own RPG.
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<blockquote data-quote="Campbell" data-source="post: 7807272" data-attributes="member: 16586"><p>In my experience this is not an either or thing. Both matter substantially. The core of any game where we care about story (particularly of the sort that arises naturally through play instead of GM design) is a strong set of functioning creative relationships. If you do not have this it is pointless to proceed. The game then impacts the fiction in ways that we all need to respond to. Both are vital.</p><p></p><p>We can play two games with the same group about teenage superheroes : one using Masks, the other using Mutants and Masterminds. We will have different experiences because the play procedures, GMing procedures, and stuff the rules focus on and reward are completely different. Mutants and Masterminds cares very much about the details of superpowers, tactical play, and foiling the machinations of super villains. Masks focuses much more on the relationships that heroes have with each other and adults, how they see themselves, their lives behind the masks, team work, and transitioning to adulthood. Mutants and Masterminds will give you a teenage <strong>superhero</strong> game while Masks will give you a <strong>teenage </strong>superhero game.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7807272, member: 16586"] In my experience this is not an either or thing. Both matter substantially. The core of any game where we care about story (particularly of the sort that arises naturally through play instead of GM design) is a strong set of functioning creative relationships. If you do not have this it is pointless to proceed. The game then impacts the fiction in ways that we all need to respond to. Both are vital. We can play two games with the same group about teenage superheroes : one using Masks, the other using Mutants and Masterminds. We will have different experiences because the play procedures, GMing procedures, and stuff the rules focus on and reward are completely different. Mutants and Masterminds cares very much about the details of superpowers, tactical play, and foiling the machinations of super villains. Masks focuses much more on the relationships that heroes have with each other and adults, how they see themselves, their lives behind the masks, team work, and transitioning to adulthood. Mutants and Masterminds will give you a teenage [B]superhero[/B] game while Masks will give you a [B]teenage [/B]superhero game. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Wizkids should take the Pathfinder 1.0 ruleset and publish their own RPG.
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