I'm often asked why I use 5e for Summerhaven instead of, say, Kids on Bikes. For me, it comes down to design intent.
Let's look at base stats as an example:
5e: Constitution Strength Dexterity Intelligence Wisdom Charisma
vs
KoB: Brawn Charm Grit Brains Fight Flight
1/
Let's look at base stats as an example:
5e: Constitution Strength Dexterity Intelligence Wisdom Charisma
vs
KoB: Brawn Charm Grit Brains Fight Flight
1/
Right away, the different (to me) is clear.
5e is presenting a range of virtues which can be widely interpreted based on context and application.
Meanwhile, KoB is telling you right up front that stories told in this SYSTEM have a specific tone.
2/
5e is presenting a range of virtues which can be widely interpreted based on context and application.
Meanwhile, KoB is telling you right up front that stories told in this SYSTEM have a specific tone.
2/
Not the *setting* mind you, the SYSTEM is dictating tone.
I'm sure that might be fun for some people, but it's pretty off-putting for me as a game designer.
I never know what kind of tone an adventure is going to have, or where it might go.
3/
I'm sure that might be fun for some people, but it's pretty off-putting for me as a game designer.
I never know what kind of tone an adventure is going to have, or where it might go.
3/
But KoB is telling you, up front, only certain kinds of stories will feel "right" in this system.
That, for me, is a major dealbreaker.
4/
That, for me, is a major dealbreaker.
4/
Let's look at another system I'm often told to use instead of 5e: Fate.
In this excerpt from the fate core book, the rule system declares that characters in Fate must be inherently competent at what they do.
This is simply not what I'm looking for.
5/
In this excerpt from the fate core book, the rule system declares that characters in Fate must be inherently competent at what they do.
This is simply not what I'm looking for.
5/
Yet another system I've been told to use is Basic Role Playing by the Call of Cthulhu folks.
Of all the others, this is the one that comes closest, but it fails my purposes in terms of sheer density and complexity.
6/
Of all the others, this is the one that comes closest, but it fails my purposes in terms of sheer density and complexity.
6/
The GRP system is great for advanced, sophisticated players who really love fiddly things, especially when playing in an intricate, realistic universe.
However, it is far too arcane and impenetrable for new players to grok quickly, and that's also a dealbreaker for me.
7/
However, it is far too arcane and impenetrable for new players to grok quickly, and that's also a dealbreaker for me.
7/