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Your thoughts on Generic versus Bespoke systems.
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<blockquote data-quote="Blue" data-source="post: 8934646" data-attributes="member: 20564"><p>But that's the point: if you can duplicate the theme of bespoke games <em>and do other types of play as well,</em> it's more of a big tent game. And M&M out of the box does not have the mechanical tools like Influence, shifting Labels, and the like. Heck, the playbooks in Masks are "what types of troubles do I want to have to overcome" more than classes. That doesn't exist as <em>mechancial support</em> in M&M.</p><p></p><p>And it does have things that Masks doesn't want to spend time and mechanics on. Can you pick up a car? That's something not mechanically defined in Masks because it should be obvious to the player and GM if the character can (or perhaps it's pushing their power but that's a corner case fore something as heavy/light as a car), and there's no check or roll because it's not interesting to succeed or fail at it since it doesn't advance the questions the game is about.</p><p></p><p>Look at the combat systems - I wouldn't expect two different RPGs to give the same results, but here they aren't even along the same axis.</p><p></p><p>Can a good GM do all of this without mechanical support? Sure. Can they do it <em>in spite</em> of mechanics that push in other directions (without changing those rules)? Possibly, but it will be an uphill battle. Does that mean the systems mechanically support the same things? No, not at all.</p></blockquote><p></p>
[QUOTE="Blue, post: 8934646, member: 20564"] But that's the point: if you can duplicate the theme of bespoke games [I]and do other types of play as well,[/I] it's more of a big tent game. And M&M out of the box does not have the mechanical tools like Influence, shifting Labels, and the like. Heck, the playbooks in Masks are "what types of troubles do I want to have to overcome" more than classes. That doesn't exist as [I]mechancial support[/I] in M&M. And it does have things that Masks doesn't want to spend time and mechanics on. Can you pick up a car? That's something not mechanically defined in Masks because it should be obvious to the player and GM if the character can (or perhaps it's pushing their power but that's a corner case fore something as heavy/light as a car), and there's no check or roll because it's not interesting to succeed or fail at it since it doesn't advance the questions the game is about. Look at the combat systems - I wouldn't expect two different RPGs to give the same results, but here they aren't even along the same axis. Can a good GM do all of this without mechanical support? Sure. Can they do it [I]in spite[/I] of mechanics that push in other directions (without changing those rules)? Possibly, but it will be an uphill battle. Does that mean the systems mechanically support the same things? No, not at all. [/QUOTE]
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