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General Tabletop Discussion
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Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7769795" data-attributes="member: 6931283"><p>Only when the old, traditional model no longer is prevalent. I do not see that, not by a long shot. GURPS-style Ads & Disads (see below) are still king, especially with the ascent of boardgames.</p><p></p><p></p><p>It's not conventional. FATE's Aspects resemble GURPS' Ads & Disads a lot, except that here the mechanical effects are uniform. This uniformity in turn allows a more flexible, on-the-fly creation of Aspects. And you don't need long lists of all possible Aspects because literally anything goes due to the uniform effects.</p><p></p><p>The drawback is of course Aspects being more samey.</p><p></p><p></p><p>Depends on what you mean by that. It definitely means lack of precision in modeling specific properties. GURPS can reflect more precisely certain Ads or Disads, make them closer to their real life or fictional equivalent. In FATE, it's all the same, only the trigger condition is different.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7769795, member: 6931283"] Only when the old, traditional model no longer is prevalent. I do not see that, not by a long shot. GURPS-style Ads & Disads (see below) are still king, especially with the ascent of boardgames. It's not conventional. FATE's Aspects resemble GURPS' Ads & Disads a lot, except that here the mechanical effects are uniform. This uniformity in turn allows a more flexible, on-the-fly creation of Aspects. And you don't need long lists of all possible Aspects because literally anything goes due to the uniform effects. The drawback is of course Aspects being more samey. Depends on what you mean by that. It definitely means lack of precision in modeling specific properties. GURPS can reflect more precisely certain Ads or Disads, make them closer to their real life or fictional equivalent. In FATE, it's all the same, only the trigger condition is different. [/QUOTE]
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