
Originally Posted by
PhishStyx
I read up on (PDQ), and it seems interesting. You mention the rules don't get in your way, but what do they really do? PDQ seems a somewhat like Theatrix in that the primary stop-gap on your character is you, the player.
Comparing PDQ to "heavier" systems like D&D, Hero, GURPS, and so forth, there's no list of feats, advantages, disadvantages, skills, armor classes, weapon damages, and so forth. By abstracting a character's difference from the norm as "Qualities", players and GMs can pit Quality against Quality, or a static Difficulty, and get a straightforward result. It takes a certain amount of "winging it" and trusting the GM, but in the end PDQ enables characterization and setting to take precedence over die rolling and looking up rules (if that's your thing).
HeroQuest works in the same way, albeit with more detailed lists of abilities and the "mastery" mechanic. Mythic Russia and various adaptations on the net show you can use the system without any of the Glorantha background.
FATE is another game with Aspects that work a little like Qualities, plus a dozen predefined Abilities (skills and basic stats mixed together) and stunts (a bit like feats). I'm playing in a Spirit of the Century game right now, and it's pretty cool. However, I can't say how well it would represent the godlike abilities of Amberites.
Nobilis is on my shelf, but I haven't read it yet. Supposedly it's all about godlike entities in the mortal world.
"On two occasions I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
- Charles Babbage (1791 - 1871)
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