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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Manbearcat" data-source="post: 8185032" data-attributes="member: 6696971"><p>If I were to describe 4e, this would only be one of 8 significant aspects. It would probably be (my version of your what you're written above):</p><p></p><p>* The most tactically deep and diverse combat system in TTRPGs with consistently consequential decision-points on several axes as well as robust mechanical support for several Win Conditions ("slaying your enemies" is only one of many).</p><p></p><p>* Noncombat conflict resolution (the Skill Challenge) is handled exactly like Conflicts in Mouse Guard and Clocks in AW/Blades, leveraging all of the same principles and techniques.</p><p></p><p>* The keyword tech, broad descriptors, and player-facing mechanics that govern play enable thematically-coherent, diverse, improvised action declarations (in combat and in noncombat conflict resolution) akin (again) to several indie games.</p><p></p><p>* The Quest system that supports PC dramatic need as propelling play is (again) inspired by indie games.</p><p></p><p>* The thematic heft, focus, and tropes borrow from Greek, Norse, and Japanese Myth.</p><p></p><p>* Balance and breadth across all archetypes.</p><p></p><p>* Player-facing and transparent mechanics allow GMs to offload overhead.</p><p></p><p>* All of the above works in concert to enable emergent, Story Now play in a way that no other D&D comes close to supporting.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8185032, member: 6696971"] If I were to describe 4e, this would only be one of 8 significant aspects. It would probably be (my version of your what you're written above): * The most tactically deep and diverse combat system in TTRPGs with consistently consequential decision-points on several axes as well as robust mechanical support for several Win Conditions ("slaying your enemies" is only one of many). * Noncombat conflict resolution (the Skill Challenge) is handled exactly like Conflicts in Mouse Guard and Clocks in AW/Blades, leveraging all of the same principles and techniques. * The keyword tech, broad descriptors, and player-facing mechanics that govern play enable thematically-coherent, diverse, improvised action declarations (in combat and in noncombat conflict resolution) akin (again) to several indie games. * The Quest system that supports PC dramatic need as propelling play is (again) inspired by indie games. * The thematic heft, focus, and tropes borrow from Greek, Norse, and Japanese Myth. * Balance and breadth across all archetypes. * Player-facing and transparent mechanics allow GMs to offload overhead. * All of the above works in concert to enable emergent, Story Now play in a way that no other D&D comes close to supporting. [/QUOTE]
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