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Worlds of Design: What Makes an RPG a Tabletop Hobby RPG?
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<blockquote data-quote="pemerton" data-source="post: 7762532" data-attributes="member: 42582"><p>Well, my understanding of Monopoly is that gathering a lot of cash is <em>winning</em>/</p><p></p><p>In MHRP/Cortex+ Heroic it is possible for PCs to improve by earning XP without succeeding in their goals, because a PC's milestones - which trigger XP accrual - are independent of a PC's goals. I think this generates play which is quite similar to comics (or at least the Marvel comics of the 70s through mid-90s, which are the ones I know well) in which character development and transformation arcs are somewhat independent of the minutiae of the plots they are engaged in, which to some extent provide a backdrop to that development. Eg Wolverine can demonstrate trouble with his temper whether he is being captures by the Brood or beating up on Hellfire Club thugs.</p><p></p><p>I find this aspect of the system an interesting change from 4e - in which the system generates a more robust tendency towards PC success - and Burning Wheel, which is much more intense and interweaves PC goals and concerns much more tightly into the details, and even the minutiae, of the external fictional situation.</p><p></p><p>Anyway, is this <em>improvement</em>? At my table it is - the players contrast Cortex+ Heroic, which has fairly significant PC improvement, with Classic Traveller which has little or none.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7762532, member: 42582"] Well, my understanding of Monopoly is that gathering a lot of cash is [I]winning[/I]/ In MHRP/Cortex+ Heroic it is possible for PCs to improve by earning XP without succeeding in their goals, because a PC's milestones - which trigger XP accrual - are independent of a PC's goals. I think this generates play which is quite similar to comics (or at least the Marvel comics of the 70s through mid-90s, which are the ones I know well) in which character development and transformation arcs are somewhat independent of the minutiae of the plots they are engaged in, which to some extent provide a backdrop to that development. Eg Wolverine can demonstrate trouble with his temper whether he is being captures by the Brood or beating up on Hellfire Club thugs. I find this aspect of the system an interesting change from 4e - in which the system generates a more robust tendency towards PC success - and Burning Wheel, which is much more intense and interweaves PC goals and concerns much more tightly into the details, and even the minutiae, of the external fictional situation. Anyway, is this [I]improvement[/I]? At my table it is - the players contrast Cortex+ Heroic, which has fairly significant PC improvement, with Classic Traveller which has little or none. [/QUOTE]
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