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spectralent posted:Probably dumb questions that're answered elsewhere, but: 1. Yes. 2. ... yes? I'm not sure this is confirmed but it makes sense that it would work that way.
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# ? Oct 10, 2017 21:06 |
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# ? May 4, 2024 04:15 |
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spectralent posted:Probably dumb questions that're answered elsewhere, but: 2. Yes. The resilience of large objects like that should be in terms of being able take more harm; six guys with sledgehammers are going to knock down a building faster than one. Comrade Gorbash fucked around with this message at 21:24 on Oct 10, 2017 |
# ? Oct 10, 2017 21:21 |
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One little adaptation that I've added to AW games that I run is that if you're seizing by force and already taking 0-harm or less after armor, you don't make the harm move at all if you chose to spend one of your choices to suffer little harm. This way, that option is always attractive/useful even when heavily armored or facing smaller weapons. It's also super-useful when suffering v-harm, because "you crash" is one of the potential consequences of v-harm.
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# ? Oct 10, 2017 22:46 |
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spectralent posted:Probably dumb questions that're answered elsewhere, but: For 0, you can. It's also possible for negative harm, but the book suggests only if the circumstances seem to fit, so probably not that often. I have a small question here. I'm thinking about trying to run a PbP game here and was wondering how you set up the world when not everyone who makes a character will get in. I have to admit I don't have any particular idea for what kind of setting/world to go with. Normally that would be something we establish as a group but it doesn't work that way with this format. Should I just wait until something concrete comes to mind or is there another answer.
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# ? Oct 11, 2017 09:29 |
The way our group (which Ilor GMs) usually does it is by having everyone suggest an adjective for the world. We did an entire campaign on a derelict, marooned space station that started with our words being cold, dark, vast and degenerate. Another campaign was gothic, dry, fiery and floating which was a sort of steampunk WW1-esque world with floating cities over an endless sea of lava. That was a fun one, especially when a Bolshevik-style revolution flared up on Aerolith Murmansk. Even if characters don't make it into the campaign, their words could help shape the world. BlackIronHeart fucked around with this message at 10:04 on Oct 11, 2017 |
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# ? Oct 11, 2017 09:57 |
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Heliotrope posted:I have a small question here. I'm thinking about trying to run a PbP game here and was wondering how you set up the world when not everyone who makes a character will get in. You should be setting up the world based on the players' characters anyway, so nothing changes from an actual, in-person game. You either pitch a really vague setting outline to get people's imagination going ("the game is set on an isolated island where old Soviet war-bots have started falling back to Earth, some of them in one piece") or you don't pitch a premise at all and build out a setting based on which applicants you accept.
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# ? Oct 11, 2017 12:50 |
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Heliotrope posted:For 0, you can. It's also possible for negative harm, but the book suggests only if the circumstances seem to fit, so probably not that often. The way I've always done it is to make the title of the game the basic setting conceit that you find interesting, e.g. The Stormlands, The Island, The Dead City, The Jungle, The Space Hulk, The Frozen North. As part of your recruitment thread, ask people a couple of specific questions that give them space to expound upon various areas, e.g. (Where did you used to sleep? Why aren't you there any more?) Then, you can take the bits and pieces of the setting that really seem to click and expand upon them as the game grows. Naturally, some new areas will emerge, and some things you thought were going to be useful won't be. Don't try to force things, and everything will flow organically. The players will tell you what the important parts of the setting are, both in what they do and what they ignore.
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# ? Oct 11, 2017 13:58 |
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I think Captain Foo and BlackIronHeart have the basics of it pretty well. I do think you can go with a more specific premise - for example, "the apocalypse came on the Western Front in 1917; now it's 19XX." Or "Colonial Mars, 21XX, the Earth has been silent for 50 years, no ships have come, and now the terraformers are failing." The trick is to focus more on aesthetic with a specific concept than setting. It's a level set - those deliberately sound like the first line of a novel or the intro card on a movie. It narrows the scope a little and means you tend to have names for things already, but your players will still decide what's actually important. It's a little more of "pick from this menu" than a wide open field is all. The key is to choose a menu with a lot of options. If you have an even more specific idea (I ran an AW game in the Nausicaä of the Valley of Wind setting), you're much better off with a largely pre-selected group. I have seen it work but it is a pretty significant change, and you need a group that has greater familiarity with the concept so they can riff on it without much MC input. It also only works with settings that are already established - a detailed homebrew setting will flat out fail, because AW just cannot support a game where the MC has to info-dump all the setting details. Lemon-Lime posted:...or you don't pitch a premise at all and build out a setting based on which applicants you accept.
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# ? Oct 11, 2017 14:30 |
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Take it from someone who's played and run AW in-person, through PbP, and chat rooms: Don't run a AW (or any tradgame) game through PbP. The best part about our hobby is the immediacy and personability. AW especially thrives on fast paced back and forth. You'd think it'd be easier that crunchy D&D style games, but it's actually worse. Run a discord-chat game. You'll be way, way happier and have a lot less work.
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# ? Oct 11, 2017 19:20 |
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tokenbrownguy posted:Take it from someone who's played and run AW in-person, through PbP, and chat rooms: Don't run a AW (or any tradgame) game through PbP. Take it from someone who's run AW in-person, PbP, and discord: however it works for your group, do it.
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# ? Oct 11, 2017 20:00 |
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Do people ever recruit for like, roll20 games on here? I follow the "advertise your new game" thread but it seems like people only do pbp, and that sucks, 'cause I just can't do pbp.
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# ? Oct 11, 2017 20:03 |
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someone awful. posted:Do people ever recruit for like, roll20 games on here? I follow the "advertise your new game" thread but it seems like people only do pbp, and that sucks, 'cause I just can't do pbp. they do, there's a few roll20 and discord voice recruits in the master recruit thread. This forum has traditionally been more PbP focused, but I'm sure there's people looking for something different (see the above poster)
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# ? Oct 11, 2017 20:10 |
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Have every app answer questions about and contribute to the world. Roll with it. My AW game on here was high-octane awesome, ignore the haters.
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# ? Oct 11, 2017 20:15 |
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PBTA works great for play by post, better than a lot of games with more numbers and mechanical crunch floating around. But it's definitely different than the live experience and my experience with PbP in general is that if you manage a full, conclusive narrative before so many people flake that the game is unsustainable you should go out and buy a lottery ticket because you are loving charmed.
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# ? Oct 12, 2017 04:14 |
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pbp works different than irl, but its still good as gently caress. 9/10 play pbp everyday.
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# ? Oct 12, 2017 04:19 |
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someone awful. posted:Do people ever recruit for like, roll20 games on here? I follow the "advertise your new game" thread but it seems like people only do pbp, and that sucks, 'cause I just can't do pbp. Yeah! Most are hybrid utilities games. At this moment I'm playing in three discord-chat/roll 20 games (including an AW game I'm MC'ing) that recruited out of SA. They're the best! Like Foo says, whatever's best for your group is best. But if you're trying to to recruit randos, give roll20/discord games a chance! At least then when your players ghost you'll know cause they bailed on a session, not three weeks of agonizing silence.
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# ? Oct 12, 2017 04:24 |
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malkav11 posted:PBTA works great for play by post, better than a lot of games with more numbers and mechanical crunch floating around. But it's definitely different than the live experience and my experience with PbP in general is that if you manage a full, conclusive narrative before so many people flake that the game is unsustainable you should go out and buy a lottery ticket because you are loving charmed.
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# ? Oct 12, 2017 13:48 |
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shoutout to the Island players
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# ? Oct 12, 2017 13:49 |
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I mostly play in my own circle but if I was to play or run a game here, it'd be Discord or Roll20. (Same as my circle uses.) But most goon games use voice and I'm deaf.
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# ? Oct 12, 2017 15:51 |
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It's been a long time since I've done some PbtA stuff, favoring DW, but I did an online game of Lasers and Feelings tonight with two people with limited PbtA experience and it was awesome. 5 min of prep from me and a one page RPG was just amazing. Gonna make this a weekly thing and run whoever shows up. fakeedit: not sure Lasers and Feelings counts as PbtA proper, but it's definitely in the same realm.
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# ? Nov 26, 2017 02:58 |
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What's everyone's thoughts on The Contaminated? I love it and really want to play one. I'd really love to use that special move to spread the love around.
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# ? Dec 1, 2017 06:39 |
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It's pretty awesome. I think the "pick one" list in the moves may be my favorite one in any PbtA ever.
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# ? Dec 1, 2017 06:48 |
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I love the contaminated, and can't wait to make a werewolf with it.
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# ? Dec 1, 2017 07:51 |
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where's a copy of the playbook? I can't find it online.
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# ? Dec 1, 2017 09:49 |
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rumble in the bunghole posted:where's a copy of the playbook? I can't find it online. It's from Vincent's Patreon.
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# ? Dec 1, 2017 10:15 |
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Did he post it on the site he's posted Patreon rewards on previously? I can't remember what the URL is and haven't checked back in a little while, but Patreon is down right now so I can't look at the actual thing.
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# ? Dec 1, 2017 10:36 |
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malkav11 posted:PBTA works great for play by post, better than a lot of games with more numbers and mechanical crunch floating around. But it's definitely different than the live experience and my experience with PbP in general is that if you manage a full, conclusive narrative before so many people flake that the game is unsustainable you should go out and buy a lottery ticket because you are loving charmed. Oh, it's eminently possible. You just need to run games, observe who flakes and who sticks around, keep the ones who stick around as the foundation when you start a new game, and basically run that crucible for, oh, seven odd years. At the end of it you'll have developed six, maybe seven awesome people who you can run the most bananas fantastic games on the internet with that last on average a full year, sometimes longer. Just gotta put the work in.
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# ? Dec 1, 2017 10:41 |
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Lemon-Lime posted:Did he post it on the site he's posted Patreon rewards on previously? I can't remember what the URL is and haven't checked back in a little while, but Patreon is down right now so I can't look at the actual thing. http://lumpley.com/index.php/window/installment/73
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# ? Dec 1, 2017 18:57 |
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Yeah, I got it once Patreon came back up. Thanks, though!
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# ? Dec 1, 2017 19:36 |
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Being interested enough to actually sub I'm going to assume Vincent's current "When you subscribe I'll personally send you a login to my external site, instead of just having my patreon posts on patreon like a sane person" system is a step up from his previous carrier-pigeon based fulfilment method?
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# ? Dec 2, 2017 14:39 |
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While browsing around the Barf Forth Apocalyptica forums, I started thinking that having a reference to some of Vincent Baker's advice/rulings/etc. might be handy. I went through his posts on Reddit, Barf Forth Apocalptica, and Story Games and put links to his posts there. A lot of them are from when the 1st edition of the game was out, but that shouldn't really matter: https://docs.google.com/document/d/1y7E4yWtY92EAbBl2Klf4S3dMDjIu1rufst34hcLLy7I/edit?usp=sharing Some of the posts are clarifications on rules, some of it advice on running the game, and some of it his thoughts/intentions on the design behind the game because that kind of stuff interests me. I figured it might come in handy for other people too, so I made the document viewable to everyone and decided to post it here.
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# ? Dec 4, 2017 08:47 |
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Heliotrope posted:While browsing around the Barf Forth Apocalyptica forums, I started thinking that having a reference to some of Vincent Baker's advice/rulings/etc. might be handy. I went through his posts on Reddit, Barf Forth Apocalptica, and Story Games and put links to his posts there. A lot of them are from when the 1st edition of the game was out, but that shouldn't really matter: Cool, thanks!
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# ? Dec 4, 2017 14:30 |
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I'm a little behind here, but what do y'all think of how the new edition nails down how moves work, particularly combat moves? I see it as wholly positive. The whole aggro/seize ambiguity was always the trickiest part of the game for me. Also, Cross-posted with the PbtA thread because I got confused: I presume the Operator was dropped from the corebook because its core conceit is something every playbook should be doing?
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# ? Dec 7, 2017 02:17 |
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Halloween Jack posted:Also, Cross-posted with the PbtA thread because I got confused: I presume the Operator was dropped from the corebook because its core conceit is something every playbook should be doing? Yeah, AFAIK, it's because gigs got integrated into most playbooks instead of having a dedicated playbook for them.
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# ? Dec 7, 2017 02:43 |
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Halloween Jack posted:I'm a little behind here, but what do y'all think of how the new edition nails down how moves work, particularly combat moves? I see it as wholly positive. The whole aggro/seize ambiguity was always the trickiest part of the game for me. I'm... frankly not a huge fan. One of the things I like about PbtA is that moves aren't safe; when you try something and roll low, bad stuff happens to you (as opposed to "nothing happens" or, even worse, "nothing happens; roll again after 5 imaginary minutes pass" as is often the case in e.g. d20). In particular, this makes it at least a little risky to just spam attacks at people, since eventually you'll roll a 6 and probably get hosed. With the new combat rules, however, you can lay down fire or overwatch or whatever, and not only does nothing bad happen on a miss, you get a loving benefit: quote:Paul: Only the basic moves leave misses unspecified. This was true in the 1st Ed and remains true in the 2nd. "The MC makes a hard move on a miss" only applies to the basic moves, and always has. I can sort of get where he's coming from, but at the same time... this makes it true, both RAW and RAI, that I can stop any NPC from doing literally anything, indefinitely, with zero risk to myself ever, with -3 hard and a big pile of small rocks. No hard moves. No cost. My roll is meaningless, except that sometimes I'll randomly also get other benefits, again for no cost or risk. And apparently this is okay because... I deserve to get rewarded for not being heroic? I guess the intent is that I'm now "in battle" in some abstract sense, which means the MC can make moves at me. Except... she can already do that. She can always do that. And this puts the burden on her to make up a reason to punish me for doing something that is explicitly allowed by the rules, and to decide exactly how far I'm allowed to push it before she needs to put her foot down. And if I (a reasonable but pedantic player) go "hey but here's the creator of the game explicitly stating that I don't get hard moved for this ever," then the burden is on her to go "yeah, I know, but I'm hard moving you anyway." That's the sort of poo poo I picked PbtA to get away from. And the thing is: there's already a mechanism that fixes this problem automatically. Roll 6- -> the MC makes a hard move (but can choose not to if she doesn't want to). Done. Everything works; I have no incentive to do this dumb thing, and if I try I get punished by the rules, not the MC. Why remove it? e: There's another obvious fix. If you really want players to be able to take supporting positions in a fight, with no specific risk to themselves beyond the general risk of existing in an AW game, and to reward them for not being awesome and risking their lives (why do you want this), then here is how you word the move: quote:When you spend a battle laying down fire, hold 1. Spend your hold during the battle to choose 1: megane fucked around with this message at 03:24 on Dec 7, 2017 |
# ? Dec 7, 2017 03:08 |
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I think the cleanup of sbf is generally positive, (the addition of Sucker addresses a lot too) but i don't see the explosion of tactical combat moves in general to be a great addition. The road war and cat+mouse and single combat stuff is kinda cool.
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# ? Dec 7, 2017 04:45 |
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megane posted:I'm... frankly not a huge fan. One of the things I like about PbtA is that moves aren't safe; when you try something and roll low, bad stuff happens to you (as opposed to "nothing happens" or, even worse, "nothing happens; roll again after 5 imaginary minutes pass" as is often the case in e.g. d20). In particular, this makes it at least a little risky to just spam attacks at people, since eventually you'll roll a 6 and probably get hosed. You roll because there's a range of results. In the case of SBF and tactical/support moves, you get less options on a miss. That low Hard character with the rocks has to have their targets be in range of thrown rocks, and is probably only going to get one option. In the example given in the book the Gunlugger manages to keep the Savvyhead safe and prevent Dremmer's raiders from coming closer. A low Hard character would most likely be forced to make a choice, unless they got lucky. Also, the miss results mean that unlike basic moves you don't necessarily "prepare for the worst" and you still accomplished something. If I miss Go Aggro, almost anything can happen and there's probably very little chance the person is still threatened by me. If I miss a Seize By Force to escape, then I can choose to fight my way free and the MC has to acknowledge that by the rules. However, keep in mind you also make your moves when the players look to you to say something or it's your turn to talk. You can still make moves to put their character in danger, you just can't say they didn't accomplish whatever option they picked. So if someone is laying down fire you can definitely say that people on other side of the fight start to fire back at them (put someone in a spot) or that a group they aren't focusing on starts to head near to where they parked their car with the shipment of apples they're supposed to deliver to III (tell them the the possible consequences and ask). You can do this whether they rolled a 6 or 10. The MC's moves are there to make things interesting, not to "punish" the character for when they miss. After all, like Vincent states in the rules - it's "make as hard and direct a move as you like" not "make the worst move you can think of." Sometimes the result of a miss isn't going to be that bad, such as in the case of tactical/support moves. Captain Foo posted:I think the cleanup of sbf is generally positive, (the addition of Sucker addresses a lot too) but i don't see the explosion of tactical combat moves in general to be a great addition. The road war and cat+mouse and single combat stuff is kinda cool. They were put in to to let PCs help each other in ways other then just rolling Hx.
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# ? Dec 7, 2017 07:13 |
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Heliotrope posted:You roll because there's a range of results. I understand that, but I guess I don't find rolling to see whether I get exactly what I want, or everything I want plus more, all that interesting. Yes, there will be situations where I want more than 1 of the things on the list, sure. But there are also situations where I only really want 1 of them, and I would argue that especially for seize by force that's going to be the vast majority of cases. Why am I rolling if I win no matter what numbers come up? Like you said, if I roll a miss on SBF to escape... I still escape! It is literally impossible to fail to escape from someone if I want to do so. How is the game better now that that's true? Keep in mind that, in 1E, I could roll a miss and still escape if the MC thought it would be interesting. In contrast, in 2E, if the MC thinks it would be interesting for me to not escape? Tough cookies, I'm gone. Here's another example. My character is struggling with Jay's character over a gun, and I happen to say "I roll to seize by force" half a second before Jay does. Result: my character ends up holding the gun. Period. I don't even have to, like, take additional harm or anything; the worst result for me is that I only win the fight and take the gun. Why? How is that better than "10+: I win and get the gun; 7-9: I can get it but it'll cost me; 6-: something bad happens (which will likely, but not necessarily, include the other guy getting the gun)"? The fact that the MC can make whatever moves she likes afterwards doesn't change a thing -- she could make those moves after the 1E version of SBF as well. In what way or situation is the new one better?
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# ? Dec 7, 2017 08:18 |
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megane posted:I understand that, but I guess I don't find rolling to see whether I get exactly what I want, or everything I want plus more, all that interesting. Yes, there will be situations where I want more than 1 of the things on the list, sure. But there are also situations where I only really want 1 of them, and I would argue that especially for seize by force that's going to be the vast majority of cases. Why am I rolling if I win no matter what numbers come up? Like you said, if I roll a miss on SBF to escape... I still escape! It is literally impossible to fail to escape from someone if I want to do so. How is the game better now that that's true? Keep in mind that, in 1E, I could roll a miss and still escape if the MC thought it would be interesting. In contrast, in 2E, if the MC thinks it would be interesting for me to not escape? Tough cookies, I'm gone. You know that you don't get to decide when you roll for a move, right? You don't get to say "I seize by force". You say what you're doing, the MC says "that sounds like Seizing by Force. Roll for it." If you're both describing what you're doing, the MC can pick a more appropriate move.
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# ? Dec 7, 2017 08:23 |
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# ? May 4, 2024 04:15 |
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In that instance, both you and Jay would roll and pick from the SBF options and resolve it as one exchange:Pg. 169 posted:When two players’ characters seize the same thing by force, as enemies—maybe both are going for the same can of peaches, maybe one is assaulting the position the other holds—both roll, both make their choices, and their choices apply to a single exchange of harm. Have both players make their choices and commit to them without knowing what the other’s choosing. You can have them write them down on scrap paper if you want but I just use the honor system.
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# ? Dec 7, 2017 08:25 |