I'm curious for your thoughts on the most left field take I've heard on d&d 4e - specifically, that it is best dusted off if you want to play as magical girls.
I'm aware there are far better ttrpgs for such a goal, but it was such an odd analysis of 4e that it stuck in my head for years since.
Basically, the problem with tabletop RPGs that a. expect a non-trivial amount of system mastery when it comes to building characters, and b. support multiple distinct modes of play is that people who enjoy throwing big numbers around are going to be tempted to spec heavily into one of those modes of play at the expense of sucking at all of the others. You see this issue in many flavours of D&D, where characters who spec heavily into combat end up with no cool toys to play with in exploration mode, and characters who spec heavily into exploration struggle to contribute in combat. It creates a perverse incentive to make yourself bored at the table because you're constantly spending 50% of each session twiddling your thumbs.
One approach to solving this problem is to institute some form of game-mechanical siloing: player characters are given distinct, non-competing sets of rules toys for each supported mode of play, so it's not desirable – perhaps not even possible – to favour one by short-changing the others. This is the approach that D&D4E tried, largely successfully. However, some players found it counterintuitive, because it didn't provide a good narrative rationale for why your character's rules toys should be siloed in this fashion. You ended up with players squinting at the flavour text of their combat moves and arguing that a strict reading suggested their rogue ought to be able to double-jump, or trying to drop into exploration mode in the middle of a combat round in order to take advantage of one of their exploration mode rules toys, both of which tended to break the game in interesting ways.
Conversely, when there is a good narrative rationale for why player characters aren't allowed to cross the streams in a game which supports multiple distinct modes of play, such siloing can be an easier sell. Take Tumblr's favourite indie game Lancer, for example; Lancer has a great deal of D&D4E's DNA in it, except its two mechanically distinct modes of play aren't "combat" and "exploration": they're "piloting a giant robot" and "not piloting a giant robot". There's typically very little narrative ambiguity regarding whether or not you are, in fact, currently piloting a giant robot, so D&D4E style siloing of player-facing rules toys rarely creates situations that are difficult to reason about.
And what's another popular genre of media which will handily furnish any tabletop RPG based on with a built-in narrative rationale for having two mechanically distinct modes of play?
Yep: magical girls.
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