Re: Cool Recent Thing



Bryant Durrell <durrell@xxxxxxxxxxxxx> wrote:
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 flavor
advice 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.

Ah, that's what it was, the freeform character design. I remember being
quite impressed by that.

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.

I've never been a particular fan of Storyteller, to be honest. That may
be in large part because of the people who were playing it when it was
exposed to me; I can do without those people.

I still need to look at Scion, I think it's called. I think it's
another WW series, but the idea behind it appeals. I haven't looked
much at Exalted yet either.

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.

Sounds like it.


Keith
--
Keith Davies "Do you know what is in beer? The strength
keith.davies@xxxxxxxxxxxx to bear the things you can't change, and
keith.davies@xxxxxxxxx wisdom to ignore them and fsck off for
http://www.kjdavies.org/ another beer." -- Owen, discussing work
.



Relevant Pages

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