RPG systems are a journey, not the destination.


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Yes you have to be explicit, or how does a player know when it is needed to roll?


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Pathfinder Rulebook Subscriber
Interesting Character wrote:
Omg will stop with the stupid d20 bs.

Absolutely, we can both stop discussing D20 right this second. Thanks for agreeing we should drop it.


Tristan d'Ambrosius wrote:
Yes you have to be explicit, or how does a player know when it is needed to roll?

I see it as a serious problem if you actually need rules to answer that question.


I see it as a serious problem if you don't have rules to answer that question.

Grand Lodge

I see it as a serious problem if you can't answer that question, regardless of if you use rules to answer it or not.


Which is why I fight so hard against the popular style of playing. There is room for both sides of that issue, but people take up the side they are introduced to in the beginning. Thus, having both sides requires plenty of people acknowledging and understanding both sides. It is not acceptable to me to just let one side win, especially if the winner is chosen by popularity.

Grand Lodge

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Interesting Character wrote:
Which is why I fight so hard against the popular style of playing.

You keep believing that.


And just what is the "popular" style of playing? Streamed? Recorded? Live Actual Play? At a game store? In a basement? With friends? With strangers? Organized? Home-brew? Larping? Nordic Larping? All of these are styles, as well as some venues but also styles of playing. There are many others.

What constitutes the "popular" style of playing?


This style
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V

Tristan d'Ambrosius wrote:
I see it as a serious problem if you don't have rules to answer that question.

.

It is not a matter of superficial stuff like dice vs cards or larp vs tabletop or such things.

It is the perspective on the game, the player's and gm's roles in the gameplay, the role of mechanics and what purpose they serve.

This all impacts the choices made and the expectations held. It impacts how you use the mechanics whatever they may be.


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Wait until they hear about tabletop games where you don’t roll dice at all.


That doesn't answer the question. WHAT is the "popular" style of playing?

"Answer the question, Claire."


The initiative cards mean there's no ties - if you've drawn the 5 no one else can. It's also a visual reminder of who goes when because you keep the card face up in front of you.


keftiu wrote:
Wait until they hear about tabletop games where you don’t roll dice at all.

No dice? Try no mechanics at all. People actually do roleplay without any mechanics. Most of them are actually doing collaborative storytelling rather than true roleplay, but not all.


Tristan d'Ambrosius wrote:

That doesn't answer the question. WHAT is the "popular" style of playing?

"Answer the question, Claire."

Let me break this down,

people have different perspectives that leads to different ideas even when given the same info.

For example, how do you combine two numbers? An addition person when presented with 2 and 3 will tell you 5, while a multiplication person will tell you 6, then they bicker about how they are right and the other wrong. Then you'll get another person who calls them both idiots because the answer is obviously 23.

Thus, the sort of perspective that believes that mechanics are required to explicitly tell you when to make perception checks, is like the addition person. The opposing perspective is the multiplication person who thinks that the rules should not need to define when and where to make perception checks.

The popular style of play is the addition person. It is the style defined by the perspective of needing the mechanics to define when and where to make checks, or more accurately, needing to treat the mechanics like a "how to play" rather than mere tools to be used only at need.


That's allegorical. How is that the popular style of play? You got raw numbers on groups of play across the world making that popular?

Doesn't matter you still haven't answered the question.


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Folks, IC is lucy with the football. We been down this Oberoni path before.


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Yeah, as we talked about yesterday, the ignoring doesn't work, largely because people don't really ignore him.


Pathfinder Rulebook Subscriber

If your game has left players with three wildly different interpretations of how to apply a mechanic, then it absolutely needs a rule that is descriptive enough to clarify whether the player is required to “add,” “divide,” or “side combine.”

Your so called “rules as tools” approach wouldn’t allow for one to reinterpret a White Wolf dice pool as being the attribute multiplied by the skill for example.

Using the core rules for clarity on when to call for a check and what check to call for is a style of GMing, and not a style of play.


Pathfinder Rulebook Subscriber
Orville Redenbacher wrote:
Folks, IC is lucy with the football. We been down this Oberoni path before.

They’re more Stewie in the crib screaming “Mom” until someone reacts


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
thejeff wrote:
If Alien uses card draws instead of (or in addition to?) die rolls, does it do anything interesting with them?

One cool thing about initiative in Alien is that at the top of every round, before anyone goes, two PCs can exchange their cards to swap their place in the initiative order. And like I mentioned before, some exceptionally fast opponents can go twice in a round, which can be very troublesome for the PCs if their cards are next to each other.

avr wrote:
The initiative cards mean there's no ties - if you've drawn the 5 no one else can. It's also a visual reminder of who goes when because you keep the card face up in front of you.

Yes, these are good benefits. In the games I ran I created headshots of each character (in every cinematic adventure I have seen thus far portraits are provided) on a 4x6 inch card and put them in stands in front of each player. This is how they picked whom they were going to play, with a portrait, name, and profession/rank/title the only information to base this decision on (you cannot show them all the character sheets since agendas should remain private unless the PC reveals it in-game). On the back of each were some rule reminders for the talent(s) that character possessed. The players would insert the initiative card into the side of the stand so it was clearly visible to everyone. In other games I run I use a digital initiative board, but I didn't need to with Alien. I would also use a clothespin to attach the NPC cards to my GM screen.


Pathfinder Rulebook Subscriber
Fumarole wrote:
Yes, these are good benefits. In the games I ran I created headshots of each character (in every cinematic adventure I have seen thus far portraits are provided) on a 4x6 inch card and put them in stands in front of each player. This is how they picked whom they were going to play, with a portrait, name, and profession/rank/title the only information to base this decision on (you cannot show them all the character sheets since agendas should remain private unless the PC reveals it in-game).

Is character assignation a rule of the game, or a feature of what you ran?


dirtypool wrote:
If your game has left players with three wildly different interpretations of how to apply a mechanic,

It isn't the mechanic or the rulebook that "leaves" players with different interpretations, it is the natural difference in how people think.

Quote:
then it absolutely needs a rule that is descriptive enough to clarify

You can't. There is absolutely no way to write in a way that people with different perspectives will agree on even most of the time. Heck, even mathematics requires learning a whole language so everyone can understand what it means to add two numbers, and there is still room for interpretation that can only be solved by inclusion of conventions.

I don't think you understood what I said. It is a complex and subtle thing. I feel like I'm trying to explain the math behind quantum mechanics to people who barely understand arithmetic.

Quote:
Your so called “rules as tools” approach wouldn’t allow for one to reinterpret a White Wolf dice pool as being the attribute multiplied by the skill for example.

Never said it would. This is why I think you missunderstood the metaphore.

Rules as tools means that the rules remain unused until there is a moment where there is a need, then the best mechanic to fill that need is used, then the game continues.

It is the difference between "oh a trap, I'll use the anti-trap skill" vs "oh a tripwire, how should we get past it? Jump over it, trigger it from a safe distance?"

Notice that the second example usn't concerned with the obvious mechanic, but rather the narrative and wouldn't even use the anti-trap skill because it wouldn't fit the proposed solutions.


Pathfinder Rulebook Subscriber
Interesting Character wrote:
Never said it would. This is why I think you missunderstood the metaphore.

First, the rules as tools not allowing for different interpretation of a static mechanic was a secondary thought used to support the first one. I was illustrating that your point about being able to interpret a mechanic multiple different ways completely breaks down when confronting a clearly defined mechanic like "how to build a dice pool."

Secondly, I think you're not that great at metaphors. This one going right up there with the self playing guitar which made as much sense to everyone in the thread as a triangle tire.

Interesting Character wrote:
It isn't the mechanic or the rulebook that "leaves" players with different interpretations, it is the natural difference in how people think.

If the mechanic is so nebulously worded so that it can be interpreted as being either addition, or multiplication, or side combination - it is NOT an issue with the difference in how people think. It is an issue with an unclear mechanic.

Interesting Character wrote:
You can't. There is absolutely no way to write in a way that people with different perspectives will agree on even most of the time.

The description of how to roll Initiative, an example you brought up, is written clearly enough that there are not a variety of interpretations of it. It was written in such a way that people with different perspectives will agree on it most of the time.

Interesting Character wrote:


Rules as tools means that the rules remain unused until there is a moment where there is a need, then the best mechanic to fill that need is used, then the game continues.

Yes, it's a choice of which rule to apply and when. It is not a unique "style" unto itself, no matter how often you claim that it is.

Interesting Character wrote:
I feel like I'm trying to explain the math behind quantum mechanics to people who barely understand arithmetic.

I was willing to give this an attempt at genuine engagement and then we arrive at your usual condescension where you imply that practically every gamer but you is too stupid to understand the concept of how to play the game.

There aren't secret rules that only you can interpret. There aren't hidden implications in the rules that only you can see. You are not the most intuitive of all gamers, you can stop with that right now.

Interesting Character wrote:

It is the difference between "oh a trap, I'll use the anti-trap skill" vs "oh a tripwire, how should we get past it? Jump over it, trigger it from a safe distance?"

Notice that the second example usn't concerned with the obvious mechanic, but rather the narrative and wouldn't even use the anti-trap skill because it wouldn't fit the proposed solutions.

Right, you just described a gameist vs. a narrativist divide. Part of the challenge you keep running into is that in the nearly 50 years this hobby has existed, we've created terms that have meanings. You think your point is so unique and your perspective so fresh that you invent terms for things, only to in your explanation of them reveal that you're talking about a concept we're all aware of under an existing name.

If your big secret quantum mechanics is a narrativist description vs a gameist one - hate to break it to you, you're not covering any fresh ground here. You're just self aggrandizing yourself, condescending everyone else, threadjacking to wax philosophical about concepts we're all aware of in such a way as to imply you just discovered them.

Now of course comes the reply where you call me stupid, tell me I'm just not understanding you because you're SO advanced and basically reiterate once again your "secret style" where rules aren't strictly implied and narrative forward solutions are given prominence.

I'm dreadfully tired of that, can we just not do that this time?


dirtypool wrote:
I was illustrating that your point about being able to interpret a mechanic multiple different ways completely breaks down when confronting a clearly defined mechanic like "how to build a dice pool."

There is a difference between a mechanic itself, and how that mechanic relates to the game/milieu.

You are talking about the mechanic itself, I'm talking about how the mechanic relates to the game/milieu. Very different things.

Quote:
Yes, it's a choice of which rule to apply and when. It is not a unique "style" unto itself, no matter how often you claim that it is.

The fact that a choice exists is not style, but there is a style in what choices are chosen.

If you always choose left instead of rightm that is a style.

Quote:
imply that practically every gamer but you is too stupid

Wasn't trying to imply any such thing. I was meaning the experience. Imagine if you were trying to explain the math behind quantum mechanics to someone who only knows grade school math. Do you not think that would be frustrating and awkward trying explain math that is built on several layers of concepts that are not understood?

(This shouldn't have been mistaken for stupudity anyway, as it isn't even about intellect, it is knowledge and understanding of a particular topic, which is entirely different. Even the smartest gradeshooler isn't going to solve complex formulas based on calculus if they have not learned algebra much less calculus yet.)

Quote:
Right, you just described a gameist vs. a narrativist divide.

Not quite, though probably related. Narrativist is generally more about A) collaborative creation of a story rather than feeling immersed as a character, and B) generally shuns mechanics that can be used as tools, using "rules-light" systems, but those systems still adhered to as "rules are how to play" fashion,it just those rules-light rules tend towards more abstract and meta lvl mechanics.

What I'm describing, or trying to describe, is the opposite of seeing rules exclusively as binding limits on how to do things and/or thus the foundation for making choices. This applies to both gamists amd narrativists. Many narrativists use rules exactly the same way as gamists, but they use them for meta game purposes rather than in-game choices, hence favoring rules-light systems that don't bother having many, if any, rules for in-game stuff.

My example above about traps, both of those examples can be done with any system that has anti-trap skills and skill checks. The popular way of playing, of seeing rules as "how to act/play/etc," means that upon seeing a trap, players jump straight to the anti-trap skill rather than thinking about the trap as a real thing and coming up with plausible solutions, like carefully stepping over it, or just walking around it. There are two ways to avoid this limited thinking, first is to remove the mechanics about traps and the anti-trap skill, second is to change the way the player looks at the game, the mechanics, and how they relate so they don't think in terms of mechanics when encountering an obstacle.

This second solution is not narrativist, and in fact can even be applied to games bordering on gamist.

Quote:
There aren't secret rules that only you can interpret. There aren't hidden implications in the rules that only you can see.

Ever hear of "reading between the lines?" How would you describe it when you've read between the lines and no one believes you.

Quote:
where you call me stupid,

You're not stupid, just not open minded enough to understand. It isn't obvious to you, and you already dislike me, so you are content to stick with explanations that fit your worldview and paint me as a bad guy. So much easier than questioning the foundations of what you believe. Which is pretty normal for humanity really.


Pathfinder Rulebook Subscriber
Interesting Character wrote:


There is a difference between a mechanic itself, and how that mechanic relates to the game/milieu.

You are talking about the mechanic itself, I'm talking about how the mechanic relates to the game/milieu. Very different things.

That’s the opposite stance you took when we were discussing using specific settings to run games in a particular milieu or genre. Back then it was all interchangeable and mechanics didn’t actually interact with the milieu, and thus it didn’t actually matter. Now it does for some reason?

“Interesting Character” wrote:
If you always choose left instead of rightm that is a style.

Always choosing left instead of right isn’t a style, it’s a rut that you’re stuck in. If you’re a GM it likely means you’re very boring.

“Interesting Character” wrote:
Wasn't trying to imply any such thing.

Yes you were. I mean let’s look at your refutation

“Interesting Character” wrote:
I was meaning the experience. Imagine if you were trying to explain the math behind quantum mechanics to someone who only knows grade school math. Do you not think that would be frustrating and awkward trying explain math that is built on several layers of concepts that are not understood?

Have we considered how frustrating it is for you trying to explain something where you understand several layers of concepts that we don’t? There are only two implications to take from this; that we are stupid or that you are a super genius. Since it isn’t the latter, you must be claiming the former

“Interesting Character” wrote:
(This shouldn't have been mistaken for stupudity anyway, as it isn't even about intellect, it is knowledge and understanding of a particular topic, which is entirely different. Even the smartest gradeshooler isn't going to solve complex formulas based on calculus if they have not learned algebra much less calculus yet.)

Here where you dismissively refer to us as grade schoolers isn’t meant to aggrandize you and diminish us?

“Interesting Character” wrote:
Not quite, though probably related. Narrativist is generally more about A) collaborative creation of a story rather than feeling immersed as a character, and B) generally shuns mechanics that can be used as tools, using "rules-light" systems, but those systems still adhered to as "rules are how to play" fashion,it just those rules-light rules tend towards more abstract and meta lvl mechanics.

You described a storytelling game, I’m referring to Narrativist roleplay where decision making and game interaction is derived from the in character narrative not the out of character game. This is what I was talking about when I brought up your issue where you define things your way without concerning yourself with the terminology the rest of us have been using for decades. The rest of your explanation confirms that you are describing exactly what I said you were describing by saying that some players will go for the anti-trap skill (the gamist choice) while other will go for a solution that engages with the setting as a real location as if they were their characters (the narrative choice)

“Interesting Character” wrote:
This second solution is not narrativist, and in fact can even be applied to games bordering on gamist.

Yeah, because it’s not a style of game - it’s a type of play. Shockingly, it’s also possible for players of both types you described to co-exist in the same campaign. Because it isn’t an either/or situation and it never has has been. Most of us have been playing this way for decades.

“Interesting Character” wrote:
Ever hear of "reading between the lines?" How would you describe it when you've read between the lines and no one believes you.

A persisting delusional state where you have become so assured of your own genius that you fail to consider that the other people telling you a cigar is just a cigar might actually be right.

“Interesting Character” wrote:
You're not stupid, just not open minded enough to understand. It isn't obvious to you, and you already dislike me, so you are content to stick with explanations that fit your worldview and paint me as a bad guy. So much easier than questioning the foundations of what you believe. Which is pretty normal for humanity really.

I don’t think you’re the bad guy, I think you’re unaware that what you think is groundbreaking is in fact commonplace. I also think you fail to understand that your constant desire to discuss this is a constant annoyance to everyone, despite them telling you time and again.

We all get what you’re saying, we just don’t care. We don’t want to discuss the style of game play that is seen routinely on Critical Role that you somehow think you “discovered.” We don’t want to discuss D20 3.X.

We WANT to discuss the journey we have taken through different TTRPG systems.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
dirtypool wrote:
Fumarole wrote:
Yes, these are good benefits. In the games I ran I created headshots of each character (in every cinematic adventure I have seen thus far portraits are provided) on a 4x6 inch card and put them in stands in front of each player. This is how they picked whom they were going to play, with a portrait, name, and profession/rank/title the only information to base this decision on (you cannot show them all the character sheets since agendas should remain private unless the PC reveals it in-game).
Is character assignation a rule of the game, or a feature of what you ran?

It's just what I did for my games. Re-reading the first adventure I ran it says to hand out the character sheets to the players and let them choose (though the provided documents are not full character sheets, but more like stat blocks with a short paragraph describing the character). I created full-fledged character sheets for my games and put the provided info on the back along with some rules reminders. When we played (and I think still to this day) I was the only person in my group with the rulebook, so I tried to keep it as simple as possible for my players. This could just be because I ran the adventure from the starter set first; later adventures do include full character sheets, though I still created them myself (habit I suppose?).


dirtypool wrote:
We WANT to discuss the journey we have taken through different TTRPG systems.

This is a journey through systems. I'm on a quest seeking a certain kind of gameplay experience, which means getting more people to recognize it so I can play with them. And of course, getting a good system, but of course, how the system is used matters greatly.

Quote:

That’s the opposite stance you took ... Back then it was all interchangeable and mechanics didn’t actually interact with the milieu, and thus it didn’t actually matter. Now it does for some reason?

No, there is the interaction between mechanics and the milieu. I.E. how a perception check works, whether cards or dice or whatever, doesn't generally impact the effect on milieu, but the fact there is a perception check, regardless of how the check works, does matter.

Thus specific mechanics themselves don't matter, but when, where, why, and especially how you are using mechanics does matter.

Do you not see the difference there?

Quote:
Always choosing left instead of right isn’t a style, it’s a rut that you’re stuck in. If you’re a GM it likely means you’re very boring.

That analogy obviously went over your head. There is a pattern or methodology to the choices being made, that pattern/methodology is a style by which one makes choices.

Quote:
There are only two implications to take from this; that we are stupid or that you are a super genius. Since it isn’t the latter, you must be claiming the former

Do you not understand the concepts of analogies and comparisons?

Besides, ignorance is not stupidity. They are different things. Ignorance itself is not insulting sven if the word itself is used when trying to make it insulting.

Also, I have professionals and tests saying I am a genius, vs you who says otherwise. As I have no reason to think you are an expert, and you certainly have not given me an actual IQ test nor reviewed those I've taken, I'll believe the professionals.

Quote:
Here where you dismissively refer to us as grade schoolers isn’t meant to aggrandize you and diminish us?

First, I wasn't calling anyone gradeschoolers. It is a comparison, you know, "A is to B as C is to D." This type of comparison does not claim that B is like D, nor that A is like C, but rather that the relationship between A and B is similar to the relationship between C and D.

For example, to say that a trainer with client is like a tutor with child describes the relationship between trainer and client and does not claim the client is a child.

Thus, the experience is what I was discussing and the analogy I used was intended to be simple and easy to understand.

Quote:
... isn’t meant to aggrandize you and diminish us?

Not at all. I don't need other's acceptance nor admiration, it is literally pointless to bloat my image, not that it'd do any good anyway. Thus, making me look better and making others look less does nothing for me.

I am very different from people. Through study and watching people I can see that insulting people is bad, but what people find insulting is far too subtle and varied and dependent on perspective for me to understand. People are always feeling insulted by things that are emotionally meaningless. I literally can not use my personal experience or responses to guess whether something is phrased insultingly or not because I don't get insulted by such things. This should be obvious by now and I have mentioned this before. Judging my intent by such purely social standards is doomed to failure.

Having debates and discussions however, are very desirable.

Quote:
I don’t think you’re the bad guy, I think you’re unaware that what you think is groundbreaking is in fact commonplace.

Might seem like it, except I have spent my entire life watching people. One half of psychology is very logical and thus something I can learn with accuracy, it's just the other non-logical half that even psychologists can't pin down with accuracy which I'm hopeless at.

As a GM, it is part of my job to understand what works and what doesn't in my creations, and that depends on the type of person, what they seek from the game, what their expectations are, and in particular, how they think, as in how they process the information they are given and how they make decisions based on that information.

For example, if I mention finding a tripwire, do they immediately jump to the anti-trap skill without hesitation? If so, that means they didn't even bother trying find a non-mechanical in-milieu solution, instead they rely on mechanics as a default and think deeper only when there is no obvious mechanical solution.


Pathfinder Rulebook Subscriber

I understand the concept of analogies and comparisons. Consider for a moment the last two years you have tried to present this super difficult to understand gaming style that only you grasp to the rest of the posters on this forum. In those two years you have not presented a single analogy or comparison that anyone has understood. Does that mean that we all don’t know what an analogy is, or does it mean that you don’t know how to effectively present an analogy?

None of what you say has gone over anyone’s head. I just recognize that you aren’t really saying anything that I didn’t read in Dragon Magazine in the 80’s.

I get that you think you’ve discovered a bold new interpretation of gaming, but you’ve not presented it in a way that convinces anyone that you have. Multiple people have all told you that they think what you’re describing is already very common. So here’s the challenge: spend a little time workshopping your message so that you can make it more clearly, or take it to another forum because if it is a bold new secret style - you aren’t getting through to anyone here. Conversely if it is a commonplace style that you don’t recognize others use - no one is getting through to you.

Interesting Character wrote:
This is a journey through systems. I'm on a quest seeking a certain kind of gameplay experience, which means getting more people to recognize it so I can play with them. And of course, getting a good system, but of course, how the system is used matters greatly.

There already exists a thread about your quest to seek a certain type of gaming experience. Your pedantry and condescension chased everyone out of it. THIS thread is about discussing the journey through systems that we have taken up to now. When you come here you forcefully grind that conversation to a halt so that you can discuss your quest, but your quest hasn’t progressed any. You’re still stuck on your vision statement, still trying to emulate D20.

This thread is NOT about your quest, it was specifically created to explore a different aspect of systems than your quest, and your presence here adds nothing to the OP’s stated intent for the thread. All you do is derail our conversation to discuss something many of us have directly expressed to you that we don’t care to hear about.

Take your quest back to your thread, leave us to discuss what we want in this thread without having to hear about your silly quest for something you’re consistently unable to describe.

Goodbye


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Looks like there is a Cowboy Bebop RPG on the way to KS next year. From Mana Project Studios that are launching a generic fantasy RPG called Not the End.

The system is called Hexsys and uses a hex map for a character sheet. From what I read so far, you use a blind draw bag and tokens to determine success and complications. Checkers are recommended for the coloring and same texture feel.

The GM is called a narrator, and encounters are called scenes. Sounds like a series of co-narrative elements are discussed between narrator and hero(es) and then a test will determine the outcome of the scene. Tests difficulty is determined by character traits and difficulty of actions. A chip pool is created and tossed into a bag and then randomly drawn for results.

Sounds fun and exactly the kind of thing to run a Cowboy Bebop game with. I'll be keeping an eye on it.


World's most interesting Pan wrote:

The GM is called a narrator, and encounters are called scenes.

I'm curious, why tell us this? I don't see how this tells us anything relevant or important about the system. So I'm curious, what about this makes it seem significant enough to you to share it?

===
And dirtypool, I tend to reply to comments directed at me, probably more than I should because there is always something to say or correct about such comments. If you look back, almost everytime we get in a discussion, it starts with me commenting on topic then it gets derailed, and goes off into the ether. It is not I alone derailing things. Others such as yourself complaining about me saying things I don't actually say, derails things too you know. I admit however, that if a conversation moves in a new direction naturally, I generally don't have a problem with whether it matches the thread title or not. But since you do, let's stick to the question I asked above, which is relevant to his comment.


Pathfinder Rulebook Subscriber

“Interesting Character’s incorrect belief”:
That is absolutely incorrect. Almost every time it starts with you making a comment that takes the current topic and relates it back to your desired topic of discussion. Like the time we were discussing degree of success mechanics and you bent the definition of what we were discussing so that you could pivot to discussing D20. Or the time we were discussing how certain games have different core assumptions that enable them to run certain genres and you used that as a means to pivot to a conversation about GM competence. Or this last time where we were all engaging in good faith with your question about game balance and you used that conversation to pivot back to a discussion about how and why you “fight against the popular style of play” and then once more refused to meaningfully define what the hell that even means.

Replying to the current topic in such a way that it pivots back to what you want to discuss rather than furthering what we were discussing it NOT “on topic.” That is literally the definition of derailing the thread.

Of course you don’t have a problem with the conversation moving on a different direction. You HAVE to move it in a different direction to be able to discuss your preferred topic. We don’t mind it going in new directions either, we mind it CONSTANTLY going in your preferred direction. Go back and read the whole thread for the last five pages. Not the number of people who specifically express frustration with both you and your topics. It’s more than just me.

As for your question to Pan - why did they mention the detail about the GM being called a Narrator and Encounters being called Scenes? Because it’s a component of the information they have about the just announced system that has not yet come out. It is where they want to go next in their journey through TTRPG systems so they injected as much info as they could to generate discussion. Since Pan is the OP of this thread, that is all perfectly valid and they don’t have to answer to you.

Now please drop this unneeded defense of yourself and simply move forward elsewhere.

Pan, the World of Darkness has used scenes as a descriptor for encounters since V:tM came out so it is interesting to see another system using that. I’m very curious about this random draw resolution mechanic.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What a game calls the arbiter of rules can tell us quite a lot about the designer's intent, so I am glad this tidbit was shared. Dungeon Master, referee, narrator, Game Mother - all of these have meaning in the game's context.


dirtypool wrote:

Pan, the World of Darkness has used scenes as a descriptor for encounters since V:tM came out so it is interesting to see another system using that. I’m very curious about this random draw resolution mechanic.

When I said "encounters" I guess I should expand on that. This system pretty much goes scene to scene. You dont have exploration (unless it creates an interesting scene for the narrative) and you dont have downtime (unless, again, there is something important to character development or story to tell). There is no book of items or equipment. Each character does have a special item that they can use during sessions. I.E. Spike's racing ship in CB or King Arthur with Excalibur. Hexsys appears closer to PBtA than D&D and other crunchier systems.

The token drawing during tests to determine the difficulty and/or danger of the action. For instance, decoding a secret message might be difficult, but not dangerous. Defusing a homemade bomb might not be difficult, but be very dangerous. Difficulty is a number between 1 and 6, and danger is between 1 and 4. The hero decides on success tokens between 1 and 4. Once the levels are decided, the token bag is ready for draw.

When you draw, you only need 1 success and player chooses how badly they want a success. Any complications are handed to the narrator who can use them. If you dont draw any success, you may take further risk by drawing again, but you could be handing even more complications to the narrator. Any additional success beyond 1, can be used to add further positive outcomes to the scene. For example, you maybe chasing down a thief in a crowded city. With 2 successes you catch the thief, but he also has the stolen item on them when you do. The narrator then gets to complicate things based on the amount of tokens they possess.

There is language that determines failures like, "leaving a scene" and "exiting a scene." It's all very purposeful to make it feel episodic and cinematic. I think this is appropriate for something like Cowboy Bebop.


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World's most interesting Pan wrote:


When I said "encounters" I guess I should expand on that. This system pretty much goes scene to scene. You dont have exploration (unless it creates an interesting scene for the narrative) and you dont have downtime (unless, again, there is something important to character development or story to tell).

I knew you meant the dictionary definition of encounters rather than the D&D definition of encounters. WoD Scenes are the same. Anything that occurs is a scene.

World's most interesting Pan wrote:

The token drawing during tests to determine the difficulty and/or danger of the action. For instance, decoding a secret message might be difficult, but not dangerous. Defusing a homemade bomb might not be difficult, but be very dangerous. Difficulty is a number between 1 and 6, and danger is between 1 and 4. The hero decides on success tokens between 1 and 4. Once the levels are decided, the token bag is ready for draw.

When you draw, you only need 1 success and player chooses how badly they want a success. Any complications are handed to the narrator who can use them. If you dont draw any success, you may take further risk by drawing again, but you could be handing even more complications to the narrator. Any additional success beyond 1, can be used to add further positive outcomes to the scene. For example, you maybe chasing down a thief in a crowded city. With 2 successes you catch the thief, but he also has the stolen item on them when you do. The narrator then gets to complicate things based on the amount of tokens they possess.

Interesting


So, why would a hero not put in 4 success tokens every time, what's the balancing aspect there?


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I would imagine that the token either indicates success or failure and that compounding failure has negative effects. Risking four tokens gives more chances to fail, but also increases the potential reward.


Interesting Character wrote:
So, why would a hero not put in 4 success tokens every time, what's the balancing aspect there?

Im no expert and working off a skim of 62 page quickstart, but from what I gathered you need to make sense of the scene and connect it back your character sheet. You can only use traits and abilities that make sense to what you are doing. I mean, sure you can bend over backwards to put 4 tokens in every bag, but there are risks involved invoking complications.

Moving forward, you may collect adrenaline from excessive complications, which forces you to draw maximum 4 from your next test, which also increases the complications. Or you may become confused, in which you draw a single token, which is basically do or die of a single token draw for next the test.

Keep in mind, this is a narrative driven game. There are no hit points, no magic items to collect, nothing to gain by succeeding better. Thats not to say the stakes of a test cant be life and death, its just not a focus of the game. There are ways in which you can evolve you character (level up), but succeeding a lot doesn't help you do that.


Quote:
you can bend over backwards to put 4 tokens in every bag

Oh, so you don't just arbitrarily decide how many to add, but you need to utilize something on the character sheet for each token to add? That makes sense, but wasn't exactly obvious.

Quote:
nothing to gain by succeeding better.

True, but I've found that few will refuse to take the choice that is less likely to succeed, and when they do, it is because they simply didn't examine the choice in the way for which a better choice was obvious. For example, making a choice based on character without even looking at the mechanics will result in taking the less likely to succeed choice sometimes, but if you make a purely out of character choice that impacts chance of success, not many will ignore the obvious choice with a better outcome and no cost.

At first it sounded like the player could just add success tokens at no cost.


So, my online group is going to venture into Forbidden Lands that uses the Free League system. Forbidden Lands has an old school flavor to it in both setting material and artwork.

The key conceits is that there was a strange phenomenon brought on by wars and evil that made long distance travel impossible for a century or longer. The red mist has lifted and a new age of mystery and adventure has sprung forward. Sandbox gaming to discover hidden secrets about the setting, gain fortune and fame, and establish your own keep and home to build and defend.

The system uses a character sheet with typical attributes, skills, classes, and kin (race/ancestry). While adventuring you face moments of danger and excitement that require your skills and abilities to be put to use. Build a dice pool of D6 and try and get 6's to succeed. 1's bring complications to the endeavor.

Thats what I got so far, I'll report back on session 0 and gameplay soon.


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My brother in law has been trying to convince me to run a game of D&D for my nephew, and over the Christmas holiday we took a stab at a board game instead. My young nephew's reaction to Risk (while still winning mind you) was enough to convince me that a game system where there are contradictory rules and a wide range of possibility presented by the dice mechanics might not be something he's 100% ready for.

I remembered some of our chats in this thread (and the similar one prior to it) and picked up a copy of Kids on Bikes and I cannot say enough for its clean and simple to grasp rules. In just 45 pages of player facing rules, it presents the material in a way where expectations are clear and the rules easy to read for someone at my nephews reading level.

Simple mechanics, simple target number assignments, clear easy to communicate goals.

Highly recommend.


dirtypool wrote:

My brother in law has been trying to convince me to run a game of D&D for my nephew, and over the Christmas holiday we took a stab at a board game instead. My young nephew's reaction to Risk (while still winning mind you) was enough to convince me that a game system where there are contradictory rules and a wide range of possibility presented by the dice mechanics might not be something he's 100% ready for.

I remembered some of our chats in this thread (and the similar one prior to it) and picked up a copy of Kids on Bikes and I cannot say enough for its clean and simple to grasp rules. In just 45 pages of player facing rules, it presents the material in a way where expectations are clear and the rules easy to read for someone at my nephews reading level.

Simple mechanics, simple target number assignments, clear easy to communicate goals.

Highly recommend.

Thats great. Hasbro is going to release HeroQuest and thats what stepped me into DD.


World's most interesting Pan wrote:

So, my online group is going to venture into Forbidden Lands that uses the Free League system. Forbidden Lands has an old school flavor to it in both setting material and artwork.

The key conceits is that there was a strange phenomenon brought on by wars and evil that made long distance travel impossible for a century or longer. The red mist has lifted and a new age of mystery and adventure has sprung forward. Sandbox gaming to discover hidden secrets about the setting, gain fortune and fame, and establish your own keep and home to build and defend.

The system uses a character sheet with typical attributes, skills, classes, and kin (race/ancestry). While adventuring you face moments of danger and excitement that require your skills and abilities to be put to use. Build a dice pool of D6 and try and get 6's to succeed. 1's bring complications to the endeavor.

Thats what I got so far, I'll report back on session 0 and gameplay soon.

I'm back. Forbidden Lands using the Free League system has become my favorite new OSR style RPG. There are just enough rules to make the game easy to understand and play. It leaves plenty of room for free form RP and the rules stay out of the way.

The game runs on a pool of dice concept. You take your attribute + skill and make a pool of D6. For example, Gothar the barbarian has a 5 Strength score and a might skill of 3. He makes up a pool of 8 D6 and rolls them during applicable checks and aims for die results of 6 (success), while hoping for no 1s (injury).

Play is smooth and easy the way I like OSR games to feel. Also, nuanced enough to be interesting mechanically at the table. Not everything is foisted on freeform play.

This was my first Free League game. I hear very good things about Alien and the upcoming Bladerunner settings. I heard Tales from the Loop is actually more like a stranger things rip off than like the Amazon Prime series.

Anyone else have experience with Free League games?


I played Tales from the Loop once, and think calling it a “Stranger Things ripoff” does it a disservice. The rules are solid, while the (beautiful!) art throughout is the artist’s original setting that predates the show and inspired the game. There were two other players who had a great time inventing a spooky mystery… while I tried to navigate the social perils of being a weird lesbian at the homecoming game.

Strongly recommend it, and I’m overdue to pick up the sequel, Thins From The Flood.


keftiu wrote:

I played Tales from the Loop once, and think calling it a “Stranger Things ripoff” does it a disservice. The rules are solid, while the (beautiful!) art throughout is the artist’s original setting that predates the show and inspired the game. There were two other players who had a great time inventing a spooky mystery… while I tried to navigate the social perils of being a weird lesbian at the homecoming game.

Strongly recommend it, and I’m overdue to pick up the sequel, Thins From The Flood.

The system is indeed good, but I vastly prefer the series to "teens who solve spooky mysteries" ymmv


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dirtypool wrote:

I've a little experiece with FASA and a little experience with LUG-Trek, some extensive experience with Decipher's Trek from the early 00's (which was wonky to say the least) and was one of the playtesters for Modiphius' STA.

The best experiences I've had running Star Trek have been in limited run stories rather than ongoing campaigns.

FFG Star Wars and Star Trek Adventures share a little design DNA given that Jay Little was the lead designer for FFG's SW before being hired by Modiphius and taking the role of lead designer of the 2D20 system.

I've toyed around with the notion of reskinning Genesys' space setting (a little less space opera-y than SW) and attempting to run Star Trek within it.

Raising this one back from the dead because I finally got around to running Star Trek within the Genesys system. I added on the Path creation elements from Star Trek Adventures - with each path allowing for a rank increase or a talent purchase.

It was a one shot adventure so I build pre-gens but they came together more quickly than STA characters and when it came to gameplay everything rocked and rolled pretty well.

Anything I couldn't immediately locate in one of Genesys' settings I could easily pull out of Star Wars and reskin.

There was an ease of play and speed to it that I've never found in an official Trek game before. This is the feeling of a Trek game that I've been chasing the dragon on for decades.

Is it an ongoing? Probably not, but it definitely has the ability to scratch the itch.


So, how well do think it could handle different styles of play, as in monolithic "one true way" or more like a toolbox? Obviously setting and genre are irrelevant to this question.


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I'm not entirely sure what you're asking. It plays like a game of Genesys approximating an episode of Star Trek.

Genesys has a baked in play style that is unique to that game. There is a tone that is unique to Star Trek. I'm not sure what other styles of play to suggest that Genesys could handle. Nor am I entirely clear on what you mean by "one true way" vs "toolbox"


No true rpg system is exclusively one style of play. There is variation in how well a system can handle other ways of play however.

One true way is the idea that the system defines playstyle, and often when designers fall into this erroneous belief, they focus rather heavily on creating a monolithic system that is less useful to play outside the expectations of the designers.

Toolbox however, is the idea that the expectations and preconceived notions of the players and GM define playstyle, and when designers believe this, the mechanics tend to be more robust and tool-like and thus more easily adapted to broad array of styles and make it easier for GMs to make rulings on edge cases easier and more consistent with less work.

An example of why I say "one true way" is false is because you can take the old school way of play requiring wits, poles, flour, pitons, etc, almost never used for their intended purpose, to make their way through the game, is a style that can be play in nearly every rpg system, including the likes of savage worlds and even 4e dnd, though some will handle that play better than others, it is still doable. Playing old school style might be encouraged or discouraged by the mechanics but never dictated by the mechanics, it is dictated by the players. There are lots of different styles, different sets of expectations and preconceptions out there.

Another example comes from mouseguard, a burning wheel system. When I tried that game, all the other players had very limited alternative experiences and tried to play with the idea of following their characters every step of the journey, but mouseguard is built on the assumption that only the most prominent scenes will actually be played out and therefore, even though the characters might pass through a dozen cities, only one or two of those cities will be seen in actual play. We could actually play the way everyone was used to but it was very clearly working against the system in that case.

So my question is how easily can the system you tried be used for other ways of play if players brought different expectations to the game to play in a different way?


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Okay, reviving this thread was a mistake.


Is there a problem with my question? I'm asking you about a system you played and some of your opinions about it. What's the problem with that?

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