I haven't expect D&D do make such nuances, but does D&D Next appear to have any leanings in that direction?
Also like a d4 maps to arms/legs for 1, torso, torso and head/vitals for the 4. While a d10 or d12 will have hands/feet, fore arm/shin, biceps/thigh, groin/shoulder, abdomen/chest and finally neck/head. The d10 just loses the groin/shoulder location.
My players loved companies in a scifi version of ORE Reign, so I'm contemplating using companies within the solid existing framework of farrative rolls with varying scale, like PCs influencing starship scale actions. I just know my players will want to start a broadnet slicer syndicate, as well as get some burly spacer/enforcer employees and start a shipping company that's bigger than just their own personal ship and crew.
Do any of you GMs running EotE also have experience using ORE Companies? (They're pretty modular so they can be used in a number of game systems)
You can find out more at www.mindjammer.com, order the print + PDF bundle at the Modiphius webstore (http://www.modiphius.com/shop.html#!/~/product/category=8652005&id=33562028), and the PDF-only version at DriveThru (http://rpg.drivethrustuff.com/product/128331/Mindjammer--The-Roleplaying-Game).
I've been drawn to Fate for a long time, read many of its iterations and variations, but have only played/run a few short games with it (Fate Core). One thing I can't quite understand is how those of you who are running it well avoid getting too metagamey when players have good reason to set up most every action with aspects to invoke. So instead of just making a quick stealth check, a player may legitimately want to create an advantage of "Hidden" or "Shadows."
On a regular basis, creating, tracking, and aggregating constant ephemeral little aspects like that seems to dislodge the narrative into metagame thinking more than I like, not to mention that I don't like taking time to name and write out too many aspects. Yet, ironically those ephemeral aspects everywhere seems to be what is supposed to drive the narrative focus.
What am I missing? My old long-running 4e group is reuniting for another campaign. We heavily modded 4e to be much more narratively based, allowing success-at-cost/failing forward, encouraging self-disadvantaging, and overall much easier for me to run off the cuff. I have considered using Freeport for the new campaign since it looks terrifically apt to how we like to play, and fits our setting tone, but I still can't shake the feeling that I don't quite grasp the intended elegance of the system that so many others seem to enjoy.
(that said, one thing I've been working on as a GM is actually using my FP budget per scene, rather than increasing difficulties to create tension)
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