So, back from AC, and thinking a bit about furry wares in general. It's really cool to see how there are now
multiple outlets (And I'm sure I'm forgetting some!) for long-form furry fiction; it really seems like this is one place where print-on-demand has actually somewhat fulfilled its promise.
There was also a new RPG,
Shard, with ridiculously
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But Baron, isn't it true that face-to-face social pressure can make furries freeze up from time to time?
That particular bit of silliness aside, Shard and Exalted look like cousin games in a way, and I reaaaalllly want to play both of them. I adore Exalted generally, it's basically the last White Wolf thing that I feel good about.
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Honestly I'm not actually sure what any sort of LARP-style play would consist of, It's just that I'm always interested in seeing people be 'more furry' in places other than online, so it floated into my head on that sort of notion.
Shard and Exalted struck me as fairly similar too, at least as far as setting-feel. Exalted itself is quite furry, between the Lunars and the beastmen. Exalted was about the only White Wolf thing I was enjoying until the new Changeling game came out; have you seen that?
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I do think there's an alternate way to handle disadvantages that is actually enjoyable to the players too, though. It sorta ties into disad-as-roleplaying-hook. For instance, flaws in the new WoD are seperate from merits, they're character attributes that may hamper your ability in aparticular session, but if they do, you get an extra experience point for that session. So that encourages you to play out your weak points as well as your strong ones.
Similarly, in Spirit of the Century, Aspects can be positive or negative (Good ones are both) and you get Fate Points (general narrative control points, the sort that might let you reroll, or fuel a special power, or whatever) by having the GM point out an aspect and use it as a complication. For instance: "Okay, you're greedy, so aren't you likely to spend a few extra minutes grabbing for all the gold as the place collapses?"
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mufi and I have had some extensive conversations on this, and one of the things that came up is this:
What parts of the system are needed in each context?
A role-playing game system affords a number of things, each of which is differently important depending on what you're going to use the system / character for. I can think of a few key things, but I'm sure I'm missing some.
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That's a lot to think about. :) I'll post some initial thoughts here, but you've given me things to think about for quite a while. Thank you!
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Furries do well with descriptivity already - this is actually a reason to put more, not less. It's something that appeals, which makes it a draw into the system; the ability to taxonomize your character and create something you can compare to other peoples' characters. This is the key behind the "let me tell you about my character" impulse, and also behind the [geek|furry|dragon|foo] codes that static across peoples' email signatures. Embrace it; it's the vehicle for getting people to play with your system ( ... )
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Though, as aprivatefox notes, there's a fixed gulf between saying "Let's make an easy RPG" and actually making one.
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Existing furry RPGs do seem very much to be a product of the 90's, so to speak: no classes, some sort of point buy, intricate setting, standard GM/player roles, etc. I like these sorts of things, it's when I started gaming and all, and the continued interest in these things shows there's a market for that. But I'm not sure it's well-suited to the environments where furries spend most of their time. This is not to say I want to turn furry into one big RPG setting, it's just a question of 'if we want to do RP somewhere other than a tabletop, is there a way to help support that?"
And, well, big undertaking or not, it's intersting stuff to think about. ;)
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...FURPS?
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