Re: Cool Recent Thing
- From: durrell@xxxxxxxxxxxxx (Bryant Durrell)
- Date: Fri, 11 Dec 2009 14:26:02 -0600
In article <slrnhi55sm.6oh.keith.davies@xxxxxxxxxxxx>,
Keith Davies <keith.davies@xxxxxxxxxxxx> wrote:
Bryant Durrell <durrell@xxxxxxxxxxxxx> wrote:
In article <slrnhi53ns.6oh.keith.davies@xxxxxxxxxxxx>,
Keith Davies <keith.davies@xxxxxxxxxxxx> wrote:
Yeah, yeah, '4e made this possible', fine.
Nah, not even.
I was kidding, referring to recent conversations about 3.x vs. 4e.
I figured you were! But you never know, some people are religious about
it.
My desert island RPGs are Feng Shui, Hero 5th, Unknown Armies, Over the
Edge, Dogs in the Vineyard, D&D 4e, Trinty, Esoterrorists, Call of
Cthulhu, and Sorcerer (for the sake of playing Charnel Gods). I'm
fairly eclectic.
Some day I really should read Feng Shui, I'm actually not all that
familiar with it, despite the fact that I probably should be.
From a mechanical standpoint, it's not extraordinary. The flavoradvice is very good, though, and the liberation of player actions
through stunting is (to me) fairly significant.
Over the Edge was one of the first if not the first game to dispense
with any pre-constructed list of stats and skills. Character
generation is quite freeform. The system itself is a very clean
Xd6 system with elegant handling of bonus and penalty dice. The
GMing advice is excellent.
Unknown Armies I like for the world background. Trinity is similar
for me. I find it to be a very flexible SF universe. It's also one
of the cleanest versions of the Storyteller system around, which
may not be saying much.
Esoterrorists is one instance of Robin Laws' GUMSHOE system, which
is predicated on the notion that in an investigative game, PCs
should find clues. The tension and risk comes from how they
interpret those clues rather than whether or not they find them.
It feels really odd at first, but has worked very well in play for
me. In a way it's as novel a concept as the Amber DRPG.
--
Bryant Durrell // durrell@xxxxxxxxxxxxx // durrell@xxxxxxxxx
.
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