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General Tabletop Discussion
*TTRPGs General
Narrative gameplay, does it really come out that way?
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<blockquote data-quote="bone_naga" data-source="post: 6730311" data-attributes="member: 85939"><p>Like any system it starts off kind of slow but it picks up as you get more familiar with it. For me it was like when we first started learning D&D, it took a bit of thinking at each roll (this was in the days of THAC0) to figure out if it was a hit or not, and having a +3 sword subtract 3 from your attack was confusing, but pretty soon we picked it up and you could just look at the die roll and instantly know if you hit or missed.</p><p></p><p>It's similar with advantage/threat. At first you struggle a bit with narrative descriptions but pretty soon it becomes second nature. Now that they're getting used to the system I've been putting the use of advantage onto the players instead of regularly reminding them or offering suggestions. Actually I find Triumph and Despair more difficult in some cases (how do you achieve the equivalent of a critical hit/success while still explaining how you failed the check?), although those don't come up nearly as often.</p><p></p><p>There are also some fairly standard uses of it. Advantage can recover strain or add a boost die to the next roll. Threat can cause strain or add a setback die to the next roll. Just toss in a narrative reason to explain it and there you go. There are also charts with common uses for advantage and threat.</p><p></p><p>I would suggest using the beginner game first (including the downloadable follow-on adventure). It helps provide examples throughout the adventure to help the GM and players. It includes things like "sure you sliced the computer and got the files you need, but your intrusion was also detected and triggered the security system". It also has a scenario where untrained militia members are helping the party. Instead of giving each of them a turn and bogging down the combat, players can spend advantage to have a militia ally deal damage to an enemy within range, and the GM can spend threat to take out those allies.</p></blockquote><p></p>
[QUOTE="bone_naga, post: 6730311, member: 85939"] Like any system it starts off kind of slow but it picks up as you get more familiar with it. For me it was like when we first started learning D&D, it took a bit of thinking at each roll (this was in the days of THAC0) to figure out if it was a hit or not, and having a +3 sword subtract 3 from your attack was confusing, but pretty soon we picked it up and you could just look at the die roll and instantly know if you hit or missed. It's similar with advantage/threat. At first you struggle a bit with narrative descriptions but pretty soon it becomes second nature. Now that they're getting used to the system I've been putting the use of advantage onto the players instead of regularly reminding them or offering suggestions. Actually I find Triumph and Despair more difficult in some cases (how do you achieve the equivalent of a critical hit/success while still explaining how you failed the check?), although those don't come up nearly as often. There are also some fairly standard uses of it. Advantage can recover strain or add a boost die to the next roll. Threat can cause strain or add a setback die to the next roll. Just toss in a narrative reason to explain it and there you go. There are also charts with common uses for advantage and threat. I would suggest using the beginner game first (including the downloadable follow-on adventure). It helps provide examples throughout the adventure to help the GM and players. It includes things like "sure you sliced the computer and got the files you need, but your intrusion was also detected and triggered the security system". It also has a scenario where untrained militia members are helping the party. Instead of giving each of them a turn and bogging down the combat, players can spend advantage to have a militia ally deal damage to an enemy within range, and the GM can spend threat to take out those allies. [/QUOTE]
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