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The Forge Archives
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Playtesting
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NOVEL RPG System playtest
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Topic: NOVEL RPG System playtest (Read 4487 times)
Eldrad
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Posts: 76
Re: NOVEL RPG System playtest
«
Reply #15 on:
September 17, 2008, 07:15:14 PM »
I feel I have not accurately described the way the NOVEL RPG rules flow so very well.
Do the descriptions I give make sense (At least the complete ones that I could actually get back to)?
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rasterix
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Posts: 2
Re: NOVEL RPG System playtest
«
Reply #16 on:
September 19, 2008, 10:36:55 PM »
What your system reminds me of most is Everway. This has the resolution mechanic pretty much decoupled from the character 'statistics'. Certainly the way my GM ran it, you might as well leave the character sheet at home. The game uses a deck of 36 tarot like cards to resolve events. These have generally positive or negative implications, but also provide a keyword for the GM to bounce off. Some of the best games I have been in have used this system.
Quote from: Eldrad on September 17, 2008, 07:15:14 PM
I feel I have not accurately described the way the NOVEL RPG rules flow so very well.
Do the descriptions I give make sense (At least the complete ones that I could actually get back to)?
The descriptions you give make a great deal of sense. Role-playing really can be that simple. What you have posted is not new, but it deserves to be shouted from the rooftops. All you need is the imagination and some like minded friends and you can have a great time.
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