this post was submitted on 20 Jun 2023
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Roleplaying Games Design
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It makes violence less fun to play than the alternatives; combat is bullet-time; skill use is a montage. That said, it's not overtly anti-violence, allowing players to figure out that fighting isn't the best approach (or not, if they actually like bullet-time battles).
It rewards experience for solving problems, rather than racking up kills. Modern gaming is too corrupted by the reductive influence of video games and the market-driven need to minimize GM workload to ever really break it of this.
It encourages groups to develop house rules by making changes to the "RAW" only very gradually, instead of constantly reinventing the rules.