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Worlds of Design: Fantasy vs. Sci-Fi Part 1
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7763053" data-attributes="member: 6873517"><p>I will say this: It's fast. The amount of arithmetic is pretty minimal. Mostly you are rolling a few D20 and counting when one of a few conditions happen. This is as opposed to, say, doing a bunch of two digit arithmetic. Unlike other die pool mechanics, the numbers are fairly straightforward and they avoid many of the pathologies that afflict die pools. For instance, botches or complications are more likely to emerge when you're rolling a larger die pool, which was a problem in games like Storyteller, leading to pathological issues like the fact that critical failures can be more common for characters with larger die pools. Here, however, you choose to have a larger die pool by spending Momentum, involving another character's help, etc., and thus know that there's an increased risk along with the potential reward. </p><p></p><p></p><p></p><p>They work surprisingly well in my experience. They're definitely meta and I think would bother any hardcore simulationist, but they really do a good job of emulating the narrative ebb and flow. I've played <em>STA</em> and run <em>Conan</em> and in both cases it fits. For instance, "random" encounters are built on threat spends, so they're not random at all.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7763053, member: 6873517"] I will say this: It's fast. The amount of arithmetic is pretty minimal. Mostly you are rolling a few D20 and counting when one of a few conditions happen. This is as opposed to, say, doing a bunch of two digit arithmetic. Unlike other die pool mechanics, the numbers are fairly straightforward and they avoid many of the pathologies that afflict die pools. For instance, botches or complications are more likely to emerge when you're rolling a larger die pool, which was a problem in games like Storyteller, leading to pathological issues like the fact that critical failures can be more common for characters with larger die pools. Here, however, you choose to have a larger die pool by spending Momentum, involving another character's help, etc., and thus know that there's an increased risk along with the potential reward. They work surprisingly well in my experience. They're definitely meta and I think would bother any hardcore simulationist, but they really do a good job of emulating the narrative ebb and flow. I've played [I]STA[/I] and run [I]Conan[/I] and in both cases it fits. For instance, "random" encounters are built on threat spends, so they're not random at all. [/QUOTE]
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