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Worlds of Design: What’s Your Objective?
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<blockquote data-quote="evildmguy" data-source="post: 9019918" data-attributes="member: 6092"><p>For me, when I run a game, I'm looking to tell a collaborative story with my players. I want the system I'm using to help me with that goal. I'm also lucky that I have players that are willing to go along with this. Several will create characters that have background hooks for me to explore. In play, several revel in the bad rolls as that makes it interesting. Most will do what they think their character will do, not in a CN excuse sort of way, but truly thinking about their characters. A shiny item didn't interest one character and it made sense. Equally, another character ran right toward it! </p><p></p><p>In general, DND has helped me tell fantasy stories. I liked stories that were a real world with magic overlayed on top. As I have gotten older and read more, now I think Exalted had the right idea for a game world, flat. Why would deities go to the trouble of making a solar system? At the same time, though, the Exalted mechanics are so nit picky, so heavy handed, that it's not fun. (I'm speaking of RAW.) When some players can start with abilities that can effect a whole village but the others don't, it doesn't work well. That's my experience. </p><p></p><p>What I like about DND is that with the hit point system, it's heroic and can get super heroic. Players can try something at mid+ levels and know it won't be fatal and will probably be fun, regardless of how it turns out. In contrast, skill based systems do have my players making more realistic decisions when a bad hit can be game over for their character. I also think skill based systems are harder to find </p><p></p><p>I don't want rules lite things like FATE. I think the core mechanic of that is the group sites down and creates the system within the FATE context. What attributes, skills, and so on, that will be important in the game. In general, my players want to come and be entertained, not have to do that type of work. I enjoy it, so I'm find doing it but I want a framework that I'm happy with. </p><p></p><p>What annoys me, though, are really good concepts for a game that fall completely flat in execution. I'm looking at all of the early White Wolf games. Early Vampire games, for a non scientific group I polled, said they played it as heroes with fangs. They didn't deal with any of the themes that Vampire laid out, like hunger, feeding, and loss of humanity. If the RAW doesn't support the theme of your game, I think that's bad design. From what I have read, I think 5E Vampire does back up the concepts with mechanics but I haven't played it, only read it. </p><p></p><p>Thanks for the discussion!</p></blockquote><p></p>
[QUOTE="evildmguy, post: 9019918, member: 6092"] For me, when I run a game, I'm looking to tell a collaborative story with my players. I want the system I'm using to help me with that goal. I'm also lucky that I have players that are willing to go along with this. Several will create characters that have background hooks for me to explore. In play, several revel in the bad rolls as that makes it interesting. Most will do what they think their character will do, not in a CN excuse sort of way, but truly thinking about their characters. A shiny item didn't interest one character and it made sense. Equally, another character ran right toward it! In general, DND has helped me tell fantasy stories. I liked stories that were a real world with magic overlayed on top. As I have gotten older and read more, now I think Exalted had the right idea for a game world, flat. Why would deities go to the trouble of making a solar system? At the same time, though, the Exalted mechanics are so nit picky, so heavy handed, that it's not fun. (I'm speaking of RAW.) When some players can start with abilities that can effect a whole village but the others don't, it doesn't work well. That's my experience. What I like about DND is that with the hit point system, it's heroic and can get super heroic. Players can try something at mid+ levels and know it won't be fatal and will probably be fun, regardless of how it turns out. In contrast, skill based systems do have my players making more realistic decisions when a bad hit can be game over for their character. I also think skill based systems are harder to find I don't want rules lite things like FATE. I think the core mechanic of that is the group sites down and creates the system within the FATE context. What attributes, skills, and so on, that will be important in the game. In general, my players want to come and be entertained, not have to do that type of work. I enjoy it, so I'm find doing it but I want a framework that I'm happy with. What annoys me, though, are really good concepts for a game that fall completely flat in execution. I'm looking at all of the early White Wolf games. Early Vampire games, for a non scientific group I polled, said they played it as heroes with fangs. They didn't deal with any of the themes that Vampire laid out, like hunger, feeding, and loss of humanity. If the RAW doesn't support the theme of your game, I think that's bad design. From what I have read, I think 5E Vampire does back up the concepts with mechanics but I haven't played it, only read it. Thanks for the discussion! [/QUOTE]
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