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Is it better to... or ? Expand / Collapse
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Posted Monday, December 17, 2007 8:26 PM
Heroic Knight

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Is it better to go for a set of rules that really emmerse with S.O.D. and low effects and real world(y) mechanics?

Or is it god to go All hero and Massive imagination effects, so that the imagination acan flow and become immersive. So that S.O.D. is there because people simply believe?

Fame and Fortune; DT/Ref/4th monster

SkullDuggery; Baron Tamworth Grim

Faded Glory; Book Crossbowman "not a mage"

Post #48036
Posted Tuesday, December 18, 2007 9:10 AM
Champion

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Either can work. Surely it's just a matter of personal preference and taste?

That said, I think a system with lots of imagined effects will tend to need more refs and will be more difficult with large numbers of players: the more people there are, the harder it is to notice and make out the words of the one who's shouting an effect at you.
Post #48044
Posted Tuesday, December 18, 2007 12:19 PM
Prodigal

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It depends on your target audience and what sort of game you want to run.

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It is not a competition. It is a web forum.

Post #48051
Posted Tuesday, December 18, 2007 12:36 PM
Prodigal

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The current fashion seems to be low effects and real-worldy mechanics. Having played in systems with both styles, I think that mostly what matters is that everyone stays in character, everyone has a way of resolving OOC disputes over effects which isn't 'two-hour OOC argument in the middle of the field' (methods include having enough refs to give out ref calls immediately and ref calls being authorititive even if they disagree with the written system, people taking effects however they feel like and the social contract supporting this kind of improvisation, having a very small set of well-defined effects so disputes don't arise), and the story/setting is rich and engaging so that nobody gets bored and starts messing around with bad interactions in the game mechanics. Low effects and real-worldy mechanics help to avoid OOC disputes because everything is well-defined, but high ref coverage and authority or a social contract that allows people to not always take the effects that are handed out in exactly the right way and players who trust each other to be acting in good faith also solve the same problem.



Maelstrom: Jessily the Wemic, previously Tourmaline of Weaver
CUTT: Ref 07/08, previously Kallestra Lorelai Aostare of the Sapphire Tower
EOS: Study the Venin
Post #48052
Posted Tuesday, December 18, 2007 1:10 PM


Wag

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Which is better? I can’t say, which is better but personally, I prefer immersive without having to use SOD, I’ve played in both and have enjoyed both.

What I would say is use one or the other, don’t mix it up. How can I explain this? Well imagine a freeform game where players may just have an indication of a costume, say a hat or badge or something and they are playing at a student union bar then a monster/npc arrives dressed in authentic kit. All the players then feel out of place, their SOD crumbles because of the situation. On the other hand if I’m at a game that has near living history levels of kit and is held at a real castle I don’t expect the ref to suddenly shout out that there’s a dragon over there by the wall breathing fire represented by a chair with a sign saying dragon written on it. Hope that’s kind of clear?

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RL: Mr Sofar

Curved core weaponry and bespoke stuff.

ShelfordFX

Post #48056
Posted Tuesday, December 18, 2007 2:55 PM


Prodigal

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Famer3 (12/17/2007)
Is it better to go for a set of rules that really emmerse with S.O.D. and low effects and real world(y) mechanics?

Or is it god to go All hero and Massive imagination effects, so that the imagination acan flow and become immersive. So that S.O.D. is there because people simply believe?


Yes it is!
Post #48061
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