
Haladir |
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There's a MSH "FASERIP" retro-clone called, appropriately enough, FASERIP that's available at no cost from DriveThruRPG.
(Interior art was by my friend and former GM, Storn Cook.)

Haladir |

My group played a little Marvel Super Heroes RPG back in the '80s, but we didn't really get into it: None of us were big comic book fans, so our touchstones were all Saturday morning super-hero shows from the '60s, '70s, & early '80s like Space Ghost, The New Adventures of Batman and Robin, Super Friends and Spider-Man and his Amazing Friends.
I played Aberrant a few times in the '90s, but I kind of bounced off of it. I never owned a copy of the book and I don't remember the rules all that well. It might have been the group rather than the rules: The other players weren't all that into being super-heroes and bristled against genre expectations... which frustrated the GM. That group ended up switching to playing ADRPG.
Mutans & Masterminds is a pretty interesting supers game in that is uses WotC's d20 OGL, but the resulting game bears only a passing similarity to D&D in that there's a core mechanic of rolling 1d20+modifier to meet or exceed a Difficulty Class. There's no hit points, and the only die used in the game is the d20. It uses 8 stats instead of six, each with a Rank, which is the modifier added to the d20 on rolls. Powers are descriptive and mostly free-form, but do carry mechanical weight. I've only played it a couple of times at conventions, but I think it's a pretty solid supers system.
I've played Masks a few times, and that one is very different from more "standard" supers RPGs: It's specifically about teenage superheroes. The game is more focused on interpersonal relationships, identity and sense of self, coming of age, and growth than it is about punching bad guys.
I just received my copy of the short-lived RPG Marvel Heroic Roleplaying from 2012, published by Margaret Weis Productions, and uses the Cortex Plus rules. Some friends of mine who are more into supers games than I am tell me that it's their favorite supers RPG, mainly for its extensive Teamwork rules. As a Cortex game, the core resolution mechanic is that the character assembles a dice pool, rolls them all, and adds the two highest numbers rolled, seeking to beat either a target number or an opposed roll. The dice rolled vary between d4, d6, d8, d10, and d12. There are mechanics in place to determine which die and how many are rolled on a specific check. Obviously higher dice can roll higher values, but there are mechanics that encourage a player to roll a lower die in certain circumstances. I haven't yet played a Cortex game yet, and it's very high on my "want to play" list.

Phaedre |
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New topic for discussion...
Have you ever encountered a specific RPG innovation, mechanic, or table practice that changed the way you looked at/approached playing TTRPGs in general?
If so: What was it, and how did it change your approach?
Scum and Villainy's (or I guess Blades more generally, but S&V is the one I've played) flashback mechanic. I really want to port a version of it over to my Pathfinder games because it was a very fluid and genre savvy way of keeping action moving instead of everyone hyper planning and detailing stuff in advance before anything could happen ... just fill in the blanks ex post facto.

Haladir |
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Haladir wrote:Scum and Villainy's (or I guess Blades more generally, but S&V is the one I've played) flashback mechanic. I really want to port a version of it over to my Pathfinder games because it was a very fluid and genre savvy way of keeping action moving instead of everyone hyper planning and detailing stuff in advance before anything could happen ... just fill in the blanks ex post facto.New topic for discussion...
Have you ever encountered a specific RPG innovation, mechanic, or table practice that changed the way you looked at/approached playing TTRPGs in general?
If so: What was it, and how did it change your approach?
100% agree! The flashback mechanic from Blades in the Dark is a thing of beauty that makes a "heist" adventure just sing at the table!

World's most interesting Pan |

Kind of a retread of familiar ground, but the Traveller chargen system is really interesting. Since the game doesn't have leveling, its easier to have a random generator for making a character. Each dice roll is an interesting story all its own. I have a lot of fun making custom life and mishap tables to fit my Traveller campaigns.
3E multiclassing and PF Archetyping. It expands the class system to its limit to allow for flexible chargen while also still maintaining the boundaries of a class system. I can spend hours dreaming up characters for any type of campaign.

Mark Hoover 330 |
I loved the Cyberpunk 2020 mechanics around randomly generating a backstory for your character. I mean, I guess it wasn't all that innovative but up until that game I'd always just made things up completely at random and didn't feel like I really had a "role" to play until like, 3-5 sessions into a game.
CP 2020 gave me the bare bones to constructing a narrative and a distinct character with affectations, previous lovers, significant events and so on. I've liked systems that provide that since.

Haladir |

One very big take-away I've gotten from "Powered by the Apocalpyse" games that I now use universally in any RPG that I GM:
Don't ask for a roll unless failure is interesting; if not, the PCs succeed and you move on.
Another take-away from PbtA games is:
Let the players narrate their characters' successes.
My usual technique when the player succeeds is to say, "Cool! What does that look like?" I may offer some prompts or guardrails, but a success means that the player should have narrative control over that part of the scene.
A big take-away from Trophy that I've been incorporating into pretty much every game I run now is:
Let the players set the stakes of a roll.
Looking at that one a bit closer: This is from Trophy's Risk Roll...
When your character attempts a risky task, say what you hope will happen and ask the GM and the other players what could possibly go wrong. Then gather 6-sided dice...
The stakes for the roll are set as an out-of-character negotiation between the players and the GM. This is important: It provides a level of consent and it opens up possibilities based on everyone's imagination rather than just the GM's. Also note: The player considering the risky task has the option to back down and not roll if they think the stakes of failure are too high.
This technique isn't necessarily for every table: I've encountered some players who want the GM to make all of the decisions outside of their own character's. But I've found that most players, even those with no story-game background, love the ability to put their own ideas of what might happen on the table. And, as a GM, I find giving the other players input on what failure might look like makes my job easier and more enjoyable.
One interesting side-effect: I find that players more often than not set higher stakes, with worse possible outcomes, than I would have on my own!

Haladir |

Hey... if anyone wants to see my GM style in action, I'm running some of games in July over at The Gauntlet that have open seats...
The Final Girl Thu 7/1, 8:00 PM EDT (UTC-4)
Candlelight: The Mossy Tomb Thu 7/8, 8:00 PM EDT (UTC-4)
Paranormal Minstrels Thu 7/15, 8:00 PM EDT (UTC-4)

Haladir |

Dangit, Candlelight is full up. H-bomb, please post a note here and I'll also try to keep my eye on the Gauntlet calendar, if more Candlelight games appear. I'd really like to jump into one of those.
On The Gauntlet Calendar, I'd encourage you to sign up for the waitlist, especially for games that are a few weeks out: Frequently somebody has to drop and people get pulled in from the waitlist automatically.
I just had to reschedule a game I'm running this weekend for our mini-con Gauntlet Community Open Gaming: a pseudo-historical adventure for Trophy Dark called "Isle of Water and Blood". Alas, only one of the original players could make the new time-slot... but that means there are still three open seats!
Trophy Dark: Isle of Water and Blood
One other thing about the Gauntlet Calendar: If you've never registered before, one of the Gauntlet admins has to "OK" your sign-up request. They usually get to it within half an hour during the day, but it might be a few hours if you sign up in the middle of the night when all the admins are asleep...

Haladir |
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Former Paizo employee (and now frequent freelancer) Owen K.C. Stephens wrote a very interesting blog post about optimization in RPGs and how game designers might take optimization into consideration with their design choices. I thought there might be some overlap with this discussion:
Designing TTRPGs with Optimizers in Mind
I think he kind of missed the mark with his comments on "soft limits, rules-light" games. In particular, I don't think he took into consideration the concept of table culture: Designers of such games aren't really intending their games for the subset of TTRPGers who are interested in playing the "character builder" mini-game. This is a gross generalization, but I don't think that players who are wont to optimize their characters generally have all that much interest in playing "soft limits, rules-light" games in the first place.

World's most interesting Pan |

I'll comment strictly on the D&D family of crunchy systems and my opinions on optimization. I think the biggest issue is designing for the TTRPG player pool in general. This has been mitigated somewhat by the internets, but its still an issue. Designers are also bad at pointing out what type of game they are making and how it should be played.
What does that mean? Well, lets think about sports. Many adults like to play softball. Some of them its to get outside and do a little bonding with friends and co-workers. Others, they play fast pitch for competitive stakes like trophies and prize money pools. The two dont mix, and its pretty easy to tell which is which.
D&D and TTRPGs are nowhere near as popular as softball. So you got causal players mixing with hardcore competitors and the rulebook isnt very clear about how the game is to be played. Causes many disruptions and arguments.
3E ivory tower design left a gap that could just about fill the grand canyon. It is very hard to balance for a party of differently experienced players. 4E tried to close that gap, and decided to use a tactical mini game to make up for the charop mini game. Oddly, im my experience it seemed to grab a few causals and a few hard cores, but was off putting to most folks in general. 5E is the goldilocks that dropped the tactical mini game, but also closed the power charop gap. 5E forces the causal player up, but the competitor down. Its not my favorite edition, but I can see why its such a winner.
This is likely for the best. That leaves all other not D&D games open to define themselves. I dont think you need to bother with any trigger warning or heavy handed guidance comments as long as you are up front about what your game is designed to do. D&D has the masses locked up, take advantage of being specific.

Mark Hoover 330 |
I would humbly submit that one of the reasons I don't play smaller, niche games that narrowly define how it should be played is because I'd rather not be told how to play. I'm not saying that's a bad design feature; I'd agree that catering to specific types of gamers is a good way to ensure your game has an audience.
This is why I enjoy crunchy systems like D&D or PF. They're broad and open enough that casuals and optimizers can all mix together. Does it create a problem when they mix in the same GROUP? Certainly, but lots of social experiences get ruined if extremists and lay members get around the same table; look at Thanksgiving dinner in the USA.
Still, that's not a failing of the sport/game/holiday, that boils down to the people assembled. Rather than focus on their assemblage they all focus on themselves, their needs, and prioritize accordingly.
The optimizer at a game table feels the only way to play is to absolutely max out their PC and obliterate all foes. The casuals on the other hand feel like the game is best as a chill, steady pace around which to socialize. The one thing they have in common is that they both think they're right and they're all human.
So if you have an indie game that's only played one way, there will still be disputes b/c everyone has an opinion and everyone is human. Maybe I'm not contributing to the more technical side of this thread though as all of this is opinion and kind of philosophical. Sorry if I'm derailing.

thejeff |
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“World’s most interesting Pan” wrote:Other games can cater to crazy uncles or black sheep cousins.That does make it sound a bit like any game that isn’t D&D just exists on the fringes of the hobby.
To be honest, they kind of do. Doesn't mean many of them aren't good, but D&D is the 800lb gorilla in the rpg world and has been from the start.

dirtypool |
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To be honest, they kind of do. Doesn't mean many of them aren't good, but D&D is the 800lb gorilla in the rpg world and has been from the start.
I wouldn’t say that’s how popularity works. To use a film analogy: Star Wars is the 800lb gorilla of science fiction films - its enduring and resurgent popularity does not push Jurassic Park to the fringes. They are both mainstream successes.
Vampire: The Masquerade, GURPS, Champs, Traveller, the various Star Wars games, Pathfinder, Exalted; they all in their time mainstream successes. D&D expanding the size of the hobby doesn’t diminish those successes, it just makes D&D more successful.

dirtypool |
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Mark’s post is about the disparity between optimizers and “casual” players when coming to a common table and the prescriptiveness of the rules on how to play. I think it’s more that he’s saying that D&D is thanksgiving dinner where everyone is more or less expected to get along despite their differences - and that other games are just regular meals. I think that’s an okay analogy, and a bit different than the idea that D&D is for everyone while other games are for the families outsiders.

Haladir |

dirtypool |
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Just got through a complete read of the new Stargate SG-1 TTRPG that I kickstarted from Wyvern Gaming, and I'm quite impressed with the way they revised 5e for their game. Their review blurbs call it a "Highly Adapted 5th Edition D20 Ruleset" and that frankly feels like a bit of an understatement.
Leveling has been dropped down to the collection of "Mission Points" rather than the standard XP earning.
To fit the tone of the series as being about an advanced military unit - gear isn't bought it is loaded out based on the mission parameters.
The first five levels are traditional D20 class based leveling. After level 5 it becomes a nearly point buy system that focuses on purchasing feats to expand as you see fit.
It reads really well, I'm curious to see how it hits at a table once the traditional leveling caps out and you're into treating Feats like Merits.

Haladir |
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I would humbly submit that one of the reasons I don't play smaller, niche games that narrowly define how it should be played is because I'd rather not be told how to play. I'm not saying that's a bad design feature; I'd agree that catering to specific types of gamers is a good way to ensure your game has an audience.
I know I'm late to this party, but I don't think I understand what you mean by "niche games that narrowly define how it should be played".
Do you mean high-concept games with a specific default starting assumption (e.g. Honey Heist, where all the PCs are literal bears trying to pull off a heist to steal honey)
Or do you mean games that dictate specific style of play?
Or something else?

Haladir |
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Just got through a complete read of the new Stargate SG-1 TTRPG that I kickstarted from Wyvern Gaming, and I'm quite impressed with the way they revised 5e for their game. Their review blurbs call it a "Highly Adapted 5th Edition D20 Ruleset" and that frankly feels like a bit of an understatement.
Leveling has been dropped down to the collection of "Mission Points" rather than the standard XP earning.
To fit the tone of the series as being about an advanced military unit - gear isn't bought it is loaded out based on the mission parameters.
The first five levels are traditional D20 class based leveling. After level 5 it becomes a nearly point buy system that focuses on purchasing feats to expand as you see fit.
It reads really well, I'm curious to see how it hits at a table once the traditional leveling caps out and you're into treating Feats like Merits.
Very interesting! I mostly stay out of the d20/OGL pool these days, and I pretty much stopped reading the KS pitch when it said it would be built on 5E. I may need to check it out.
The last time I played a Stargate SG-1 RPG was a homebrew using Savage Worlds back in the late aughts, and I kind of bounced off that system hard.

World's most interesting Pan |
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dirtypool wrote:Just got through a complete read of the new Stargate SG-1 TTRPG that I kickstarted from Wyvern Gaming, and I'm quite impressed with the way they revised 5e for their game. Their review blurbs call it a "Highly Adapted 5th Edition D20 Ruleset" and that frankly feels like a bit of an understatement.
Leveling has been dropped down to the collection of "Mission Points" rather than the standard XP earning.
To fit the tone of the series as being about an advanced military unit - gear isn't bought it is loaded out based on the mission parameters.
The first five levels are traditional D20 class based leveling. After level 5 it becomes a nearly point buy system that focuses on purchasing feats to expand as you see fit.
It reads really well, I'm curious to see how it hits at a table once the traditional leveling caps out and you're into treating Feats like Merits.
Very interesting! I mostly stay out of the d20/OGL pool these days, and I pretty much stopped reading the KS pitch when it said it would be built on 5E. I may need to check it out.
The last time I played a Stargate SG-1 RPG was a homebrew using Savage Worlds back in the late aughts, and I kind of bounced off that system hard.
Me too, reskinned 5E hasnt really gotten it done for me. However, Stargate TTRPG sounds different enough to be interesting.

dirtypool |
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Me too, reskinned 5E hasnt really gotten it done for me. However, Stargate TTRPG sounds different enough to be interesting.
I only backed because I wanted to support the property, and 5e is my least favorite D20 iteration so I had no expectations from this.
Then I got the backer pdf. Now I actually want to run this, and I kind of want to homebrew these changes into an actual 5e game.

Mark Hoover 330 |
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@Haladir: speaking of being late to the party...
I know I'm late to this party, but I don't think I understand what you mean by "niche games that narrowly define how it should be played".
Do you mean high-concept games with a specific default starting assumption (e.g. Honey Heist, where all the PCs are literal bears trying to pull off a heist to steal honey)
Or do you mean games that dictate specific style of play?
Or something else?
I think I was thinking more style of play. Like, Call of C'Thulu has a sanity mechanic and makes no secret of the fact that its either based on or inspired by moody, alien horror fiction. If you completely ignore all horror and play the game like a superhero comedy style game, you're not really playing CoC anymore.
Horror requires a certain mindset and the players need to accept certain concessions of the genre. In other words, the mechanics and intended genre dictate some measure of the style of play.
I suppose EVERY game does this, to some degree, but the more niche the game the more narrow and prescribed the style of play becomes. Another reason why I tend to stick to PF1 and D20 in general is because it's generic enough that it can accommodate multiple styles of play. I also tried GURPs and Rolemaster stuff when I was younger but I didn't really get into them as much.

thejeff |
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@Haladir: speaking of being late to the party...
Haladir wrote:I know I'm late to this party, but I don't think I understand what you mean by "niche games that narrowly define how it should be played".
Do you mean high-concept games with a specific default starting assumption (e.g. Honey Heist, where all the PCs are literal bears trying to pull off a heist to steal honey)
Or do you mean games that dictate specific style of play?
Or something else?
I think I was thinking more style of play. Like, Call of C'Thulu has a sanity mechanic and makes no secret of the fact that its either based on or inspired by moody, alien horror fiction. If you completely ignore all horror and play the game like a superhero comedy style game, you're not really playing CoC anymore.
Horror requires a certain mindset and the players need to accept certain concessions of the genre. In other words, the mechanics and intended genre dictate some measure of the style of play.
I suppose EVERY game does this, to some degree, but the more niche the game the more narrow and prescribed the style of play becomes. Another reason why I tend to stick to PF1 and D20 in general is because it's generic enough that it can accommodate multiple styles of play. I also tried GURPs and Rolemaster stuff when I was younger but I didn't really get into them as much.
Honestly, I'd argue that PF1 is also pretty limited in styles of play. (As is PF2, and various versions of D&D.) D20 can certainly be broader, but it basically requires writing a new game around the basic mechanics.
To some extent the high fantasy D&D genre is just so ubiquitous in RPGs we don't see it as a specific limit, until we try to step outside of its bounds using our supposedly broad game.

Interesting Character |
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One of the reasons I prefer 3.x over PF, is the narrowing in on style. Sometimes I feel like the paizo folks either didn't understand or didn't care about the scope of dnd, both in terms if how the mechanics stretched from normal people to demigods and in terms of the flexibility of setting milieu and in flexibility of playstyle.
Dnd had elements open to mechanics heavy tournament style play, but also could be easily be twisted around to a more narrative heavy campaign. Heck, the core books actually encourage bending and breaking rules and making new classes or class modifications unique to a particular character to better fit the character, thus having zero expectation that the rules alone would be mechanically balanced without a gm to ride herd on optimizers and rules lawyers.
PF moved away from that, then paizo modules and supplements ran away from it. Now pf2 and 5e have lost contact entirely with the methodology of 3.x.

World's most interesting Pan |
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Could you explain exactly how 5E doesnt deliver a similar experience to 3E? I mean, I know that 5E is more down to earth with bounded accuracy, but I dont see how it cant, "encourage bending and breaking rules and making new classes or class modifications unique to a particular character to better fit the character, thus having zero expectation that the rules alone would be mechanically balanced without a gm to ride herd on optimizers and rules lawyers."
PF2 is another animal and I can see why it doesn't work like you want it to.

Mark Hoover 330 |
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Hey, I was just thinking in terms of mood or feeling when playing a game. Like, Paranoia is a pretty SPECIFIC game with specific mood. CoC is perhaps less prescribed by the system but there are some mechanics that demand horror elements in the game.
PF1, D&D (any edition) and some other games of that ilk... you have mechanics that cover any "alignment" so mood isn't dictated by character creation. You have a large volume of monsters, good and evil, so combat doesn't dictate a moral stance. You could have a horror-infused PF1 game, a light silly one, pretend to be fantasy super heroes, be cutthroat villains, and so on.
As for whether or not a system encourages you to bend/break rules, tournament style vs narrative and so on... I can't comment to any of that. Go to any con; if a game system is being played at a table, can't it be considered to be tournament style play? Maybe there's a definition of the term I'm not aware of.
As to whether or not anyone is playing it wrong... umm, no. If you're playing ANY system, but you're running it as a home game, you're not doing it wrong. Even if its a crunchy system like PF1 or 5e: if you're running a home game and everyone's having fun, who cares what rules you are or aren't using, you're not doing it wrong.
I'm looking forward to a wall of text that makes the ones I always put up look like a freaking punctuation mark, that's what I'M looking forward to ;)

thejeff |
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I'm much more curious to see it justified that PF1 doesn't provide the same experience as 3.0 and 3.5.
I suspect it will involve some statement from The Alexandrian and the charge that the bulk of us played all three of those games incorrectly.
I'm not curious at all. I've heard it all before and would rather just not derail into another DLH argument.

dirtypool |
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I'm not curious at all. I've heard it all before and would rather just not derail into another DLH argument.
I don’t disagree with you.
I just wanted to take a second and call out how ridiculous it is on its face that one of the three versions of 3.X is somehow structurally different than the other two.

thejeff |
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thejeff wrote:I'm not curious at all. I've heard it all before and would rather just not derail into another DLH argument.I don’t disagree with you.
I just wanted to take a second and call out how ridiculous it is on its face that one of the three versions of 3.X is somehow structurally different than the other two.
I know, but we've had that discussion before. It's not surprising anymore.

Interesting Character |
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thejeff wrote:I'm not curious at all. I've heard it all before and would rather just not derail into another DLH argument.I don’t disagree with you.
I just wanted to take a second and call out how ridiculous it is on its face that one of the three versions of 3.X is somehow structurally different than the other two.
Didn't say it was, I said it was "moving away" and only really in those aspects, given my reference to "running away" shortly after, it should have been clear I meant a small margin, subtle and minor things, not drastic structural changes.

Interesting Character |
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Could you explain exactly how 5E doesnt deliver a similar experience to 3E?
That depends on your style. If you play 3.x the same way as 5e, as in the very popular way, then the experience won't be much different. The experiential difference in these systems comes to light largely in playing other styles. Hence why I care when so few others do, because I dislike the common popular styles, which is also why I really hate it when people only ever see the popular way to the point they are basically conditioned to only enjoy the popular style. Not only is the popular style not to my taste, I also like variety in general, thus removing variety and focusing on the currently popular style are things I consider undesirable, one because it's bad for the rpg community's growth and both because I want to find players that enjoy my style as well.
I mean, I know that 5E is more down to earth with bounded accuracy, but I dont see how it cant, "encourage bending and breaking rules and making new classes or class modifications unique to a particular character to better fit the character, thus having zero expectation that the rules alone would be mechanically balanced without a gm to ride herd on optimizers and rules lawyers."
"Can't" and "not designed to," are two very different things. 3.x had a system designed to be able to easily make alterations, either permanently or as rulings, with fewer considerations needed to avoid long term ramifications. The newer systems can certainly be modified, but they aren't designed in the same. Additionally, modifying 5e or pf2 requires a lot of thought in figuring out to translate between mechanics and milieu. 3.x had the numbers related to milieu in such an intuitive way that it is a cinch to take anything not already in the system and understand the approximate numbers that thing should have. Sadly, that is the least understood aspect if the 3.x system and gurps is the only other system I know that even comes close. 5e on the other hand requires a lot more thought and heavier consideration of the mechanical consequences of your choice.
Also, 3.x smoothly scales from common person to demigods. You could basically make Superman, as Clark Kent, and he might not even be lvl 20. 5e and pf2 definitely dropped that aspect, reducing the scale massively. And while 3.x could continue it's scale indefinitely to gods and other world-shaping powers, 5e and pf2 are totally not designed to extend on indefinitely.
Also, keep in mind, it's these aspects I'm referring to. 3.x can handle the common playstyle, and if that's your style, the experience won't be nearly as heavily impacted by switching to 5e. Which is one reason I consider 5e as being good at what it does.

World's most interesting Pan |
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Not only is the popular style not to my taste, I also like variety in general, thus removing variety and focusing on the currently popular style are things I consider undesirable, one because it's bad for the rpg community's growth and both because I want to find players that enjoy my style as well.
So most of this is just preferential to style and not really a mechanical discussion. That is fine, however, im curious what you mean by community growth? Do you mean in size? You'd be sorely mistaken if so. If you are referring to the community being stunted, because they don't play like you do, then thats poppycock.

Interesting Character |
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Neither.
Imagine that movies were just invented, and holloywood only ever made superhero movies. That might be well liked, but there is so much more that movies can be than just testosterone filled action packed superhero films. But if we spent decades with just superhero movies, people would become used to that boundary and the idea of a movie that wasn't a superhero film would start to feel odd, unnatural, and distasteful, simply because it breaks what had been established as the norm. Kinda like bikinis in 1700s. People would have been scandalized and call it sinful and reject it.
The same is what I see happening to rpgs, people are getting so used to this limited scope of what rpgs can be that trying to expand upon that to seek out all that rpgs could be is like climbing uphill due to that total domination of the popular styles. But because the difference us more subtle, harder to describe than a mere genre shift, rather than just rejecting the notions, people find it hard to understand the notion as well, and mixed with the countering force against non-standard style, and people reject other possibilities as being crazy talk.
This limiting of scope is the problem for the community. If it is not countered well enough, it could be decades or even a century before people start exploring those other possibilities and accepting them.

dirtypool |
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The Hollywood analogy is incredibly flawed from the start because the broader industry doesn't create just one type of game with one style of play. There are such a wide variety of styles and systems out there, that if the games industry where Hollywood they would be making many different genres of movie.
The World of Darkness doesn't feature the same style of play as Dungeons and Dragons; doesn't feature the same style of play as Kids on Bikes; doesn't feature the same style of play of Genesys; doesn't feature the same style of play as Dungeon Crawl Classics;

thejeff |
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The Hollywood analogy is incredibly flawed from the start because the broader industry doesn't create just one type of game with one style of play. There are such a wide variety of styles and systems out there, that if the games industry where Hollywood they would be making many different genres of movie.
The World of Darkness doesn't feature the same style of play as Dungeons and Dragons; doesn't feature the same style of play as Kids on Bikes; doesn't feature the same style of play of Genesys; doesn't feature the same style of play as Dungeon Crawl Classics;
To be fair, if it really was a parallel, Hollywood would be D&D. A handful of other games would be noted independent studios and there'd be a bunch of people making movies in their basements.
Some of which are awesome and cool and more to my taste than D&D, but in terms of market share or number of players, everything else pales by comparison. The games with very different play styles are tiny. Whatever style D&D drives is "hollywood".
The games are out there, but the vast majority of people who might be interested come in through D&D and even if they're hooked on that style, might well never see anything else.
Nor is this new. It's been that way for much of the hobby's life, with a few exceptions when D&D was struggling. I'm not sure it's actually a problem though. D&D 5E being wildly popular and bringing more people into the hobby as a whole isn't a bad thing, even if most of them never try anything else.
I'd also dispute that 5E is any more limited than 3.5 (or 3.0), as any of them were actually promoted or commonly played, as opposed to some theoretical abstract extract of the d20 system. It caters to a somewhat different play style and subgenre, but that's not the same as being more limited. And when viewed from the perspective of some of the smaller more divergent games, the various versions of D&D (and PF) all kind of blur together anyway. There are differences, but they're all doing basically the same thing, even from a Call of Cthulhu perspective, much less a Masks one.

dirtypool |
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To be fair, if it really was a parallel, Hollywood would be D&D. A handful of other games would be noted independent studios and there'd be a bunch of people making movies in their basements.
Yeah I think that the analogy that D&D is ALL OF HOLLYWOOD while games companies that have existed just as long are “independent production companies” is reductive if the rest of the hobby.
It isn’t that D&D is Disney, Paramount, Universal, Fox, Sony and Warner Bros all rolled into one while Games Workshop or White Wolf is View Askew productions.
The whole analogy is flawed.
The games are out there, but the vast majority of people who might be interested come in through D&D and even if they're hooked on that style, might well never see anything else.
Sales last quarter for Cyberpunk RED and the juggernaut that is the PbtA Kickstarter for Last Airbender would tend to counter that logic.
Nor is this new. It's been that way for much of the hobby's life, with a few exceptions when D&D was struggling. I'm not sure it's actually a problem though. D&D 5E being wildly popular and bringing more people into the hobby as a whole isn't a bad thing, even if most of them never try anything else.
It really hasn’t. GURPS, Vampire, WEG D6, CoC, Exalted, and Savage Worlds have at various points been incredibly strong sales competition for D&D. The situation where D&D sits high atop the untouchable tower below which sits everything else is kind of a now thing. The early 80’s were kind of like that as well, but what sales data there is suggests that GURPS and D6 were far closer to D&D in sales then than anything currently.
I'd also dispute that 5E is any more limited than 3.5 (or 3.0), as any of them were actually promoted or commonly played, as opposed to some theoretical abstract extract of the d20 system. It caters to a somewhat different play style and subgenre, but that's not the same as being more limited. And when viewed from the perspective of some of the smaller more divergent games, the various versions of D&D (and PF) all kind of blur together anyway. There are differences, but they're all doing basically the...
The rest of this I will totally agree with

Mark Hoover 330 |
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Well it wasn't clear.
This is a shameless aside but I miss seeing this avatar of you T to the OZ. For some reason I feel like I don't see it that much anymore on these boards.
Your comments are awesomely sardonic most of the time but when I imagine them coming out of this wannabe Palpatine clone, it just makes them that much better. Anyway, I'll stop fanboying now. Carry on folks.