Sunday, September 8, 2019

RPGaDay 2019 Day #28 Evolve


(I'm a little behind, but I got them all!)

Today’s theme is “Evolve.”

Everything is an evolution of what has come before. Sometimes, it’s an addition. In other’s it’s a refinement. It’s not always an improvement.

One of the most interesting evolutions would have to be the World of Darkness. I’ve only had a very little bit of experience with the games, so this assessment is mostly as a game reader than game player.

The original World of Darkness system was fairly classic 90’s RPG design. The use of “dots,” filling in bubbles on the character sheet rather than writing in numbers was fairly novel and looked simple, but the mechanics were just as fiddly as any other system on the market at the time. The idea of many games in the 90’s was that if you could present the most accurate and robust simulation of the environment possible, you have freed the GM to run the story that they want to run. This led to a detailed combat engine for a game that was supposed to be about brooding and drama and politics.

The New World of Darkness system was clearly a response to that criticism. It was so simple that it was unengaging. Rather than provide a robust simulation of anything, it offered quick resolution of anything that called for dice, so you could get back into the story immediately.

Then it advanced into the Chronicles of Darkness. While it leaned on the same basic mechanics, it added a few that put it into a story-game mode. The added mechanics showed awareness of the story that they were trying to tell with the game, of personal horror and terrible decisions and their consequences.

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