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Worlds of Design: What Defines a RPG?
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<blockquote data-quote="Arilyn" data-source="post: 8185823" data-attributes="member: 6816042"><p>I have made a ton of cool unique characters with PF. Having a lot of options allowed unique mixes, giving me themes not possible in other F20 games. </p><p></p><p>PF players seem divided into roughly two groups-the ones using the character options to wring the most mechanical and efficient clout and the more narrative players happy to have choices that actually back up the character ideas in their heads. Because F20 games are about picking from a menu, rather than creating from scratch like other games, the huge amount of choice is a boon for players who love character creation. My group were happy to have a game that allowed this, and were genuinely puzzled when PF gained this reputation as a power gamer game. We simply didn't see that in the rule set. Stepping back and looking at the game objectively, I see how it can be used that way. We defaulted into a more narrative style, so these problems just did not come up. And we are not unusual, or there wouldn't be all this fighting over the "true" nature of PF. </p><p></p><p>Having said all this, PF is not my absolutely favourite game. I prefer 13th Age for F20, and games like Fate and Cortex are my favourite systems. But we did have a lot of fun with PF, creating many hours of pulpy fun, with nary a problem with trap builds or accidental broken characters.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 8185823, member: 6816042"] I have made a ton of cool unique characters with PF. Having a lot of options allowed unique mixes, giving me themes not possible in other F20 games. PF players seem divided into roughly two groups-the ones using the character options to wring the most mechanical and efficient clout and the more narrative players happy to have choices that actually back up the character ideas in their heads. Because F20 games are about picking from a menu, rather than creating from scratch like other games, the huge amount of choice is a boon for players who love character creation. My group were happy to have a game that allowed this, and were genuinely puzzled when PF gained this reputation as a power gamer game. We simply didn't see that in the rule set. Stepping back and looking at the game objectively, I see how it can be used that way. We defaulted into a more narrative style, so these problems just did not come up. And we are not unusual, or there wouldn't be all this fighting over the "true" nature of PF. Having said all this, PF is not my absolutely favourite game. I prefer 13th Age for F20, and games like Fate and Cortex are my favourite systems. But we did have a lot of fun with PF, creating many hours of pulpy fun, with nary a problem with trap builds or accidental broken characters. [/QUOTE]
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