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General Tabletop Discussion
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Worlds of Design: A Question of Balance
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<blockquote data-quote="WayOfTheFourElements" data-source="post: 7908088" data-attributes="member: 6904757"><p>One problem is that those games are also quite narrow in focus.</p><p></p><p>I appreciate that D&D's scope is incredibly wide. I can use the same rule set to simulate a plane-hoping intrigue adventure with wizards who can end the world with the flick of the wrist, an animated suit of armor who wants to be a real knight (in which the armor is played simultaneous by 3 players), and a bunch of commoners trying to make in a rough economy by taking odd and dangerous jobs. In fact, the plane hopping adventure and the commoners and dangerous jobs were actually the same campaign with many of the same characters.</p><p></p><p>In <strong>4e</strong>, everyone begins as a hero with a few years experience under their belts</p><p></p><p><strong>Dungeon World</strong> does a good job with heroic fantasy, but once again, isn't so good at doing unremarkable commoners. Not does it does it allow for character who can destroy a village by gritting their teeth.</p><p></p><p><strong>DinV </strong>feels contrived. I don't feel like I'm playing a character. I feel like I'm playing a bunch of unrelated mechanics that cannot be described in the world. What is "heart"? I don't get the bidding.</p><p></p><p><strong>Fate </strong>is odd. No one has yet to explain to me what fate points are and how the characters spend them. I can't wrap my head around the unification of the fiction and the mechanics. </p><p></p><p>While, those games might be balanced, they aren't for me. They can't simply do what games like D&D and DragonQuest thrive on. I have no idea how I would convert my world to Fate or Dungeon world.</p></blockquote><p></p>
[QUOTE="WayOfTheFourElements, post: 7908088, member: 6904757"] One problem is that those games are also quite narrow in focus. I appreciate that D&D's scope is incredibly wide. I can use the same rule set to simulate a plane-hoping intrigue adventure with wizards who can end the world with the flick of the wrist, an animated suit of armor who wants to be a real knight (in which the armor is played simultaneous by 3 players), and a bunch of commoners trying to make in a rough economy by taking odd and dangerous jobs. In fact, the plane hopping adventure and the commoners and dangerous jobs were actually the same campaign with many of the same characters. In [B]4e[/B], everyone begins as a hero with a few years experience under their belts [B]Dungeon World[/B] does a good job with heroic fantasy, but once again, isn't so good at doing unremarkable commoners. Not does it does it allow for character who can destroy a village by gritting their teeth. [B]DinV [/B]feels contrived. I don't feel like I'm playing a character. I feel like I'm playing a bunch of unrelated mechanics that cannot be described in the world. What is "heart"? I don't get the bidding. [B]Fate [/B]is odd. No one has yet to explain to me what fate points are and how the characters spend them. I can't wrap my head around the unification of the fiction and the mechanics. While, those games might be balanced, they aren't for me. They can't simply do what games like D&D and DragonQuest thrive on. I have no idea how I would convert my world to Fate or Dungeon world. [/QUOTE]
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