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Stonetop RPG - Session post-mortems
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8583264" data-attributes="member: 82106"><p>Right, there's a lot of ways to parse it. My game goes in the opposite direction. That is, disabilities (afflictions) are a player resource, to a degree. The GM will impose a loss of hit points, and the player can then propose the substitution of an affliction (usually a wound in a combat type situation, but it could be something else). "You fall in the pit and take 12 points of damage", "Oh, I would be dying. Instead I take 4 points (because the character's healing value is 8) and my leg is broken." Afflictions act like other obstacles, you can overcome them as a challenge, but of course failure there opens you up to some new consequence too, so it may be better to live with it in some cases... (not to mention you would probably have to take a recovery, which might not be feasible).</p><p></p><p>I think 4e (and my own hack of it) is more like BW in the sense that its more 'open' than ST or, especially, TB2. There are a lot of mechanical 'tools', but the process is looser, and I think that may be reflected in [USER=42582]@pemerton[/USER]'s statement about 'Step On Up' vs 'Story Now', as he puts it. Perhaps it is my low degree of familiarity with TB2, having only played a couple times, but it seems like mechanics are front-and-center, you think about how do you shape the situation so the narrative emerges that your PC brought out some strong trait or skill vs being driven primarily from the narrative side, which IMHO is more where at least some PbtA and 4e-esque games can come from (but don't always, WotC 4e seemed more totally centered on combat mechanics as most people played it).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8583264, member: 82106"] Right, there's a lot of ways to parse it. My game goes in the opposite direction. That is, disabilities (afflictions) are a player resource, to a degree. The GM will impose a loss of hit points, and the player can then propose the substitution of an affliction (usually a wound in a combat type situation, but it could be something else). "You fall in the pit and take 12 points of damage", "Oh, I would be dying. Instead I take 4 points (because the character's healing value is 8) and my leg is broken." Afflictions act like other obstacles, you can overcome them as a challenge, but of course failure there opens you up to some new consequence too, so it may be better to live with it in some cases... (not to mention you would probably have to take a recovery, which might not be feasible). I think 4e (and my own hack of it) is more like BW in the sense that its more 'open' than ST or, especially, TB2. There are a lot of mechanical 'tools', but the process is looser, and I think that may be reflected in [USER=42582]@pemerton[/USER]'s statement about 'Step On Up' vs 'Story Now', as he puts it. Perhaps it is my low degree of familiarity with TB2, having only played a couple times, but it seems like mechanics are front-and-center, you think about how do you shape the situation so the narrative emerges that your PC brought out some strong trait or skill vs being driven primarily from the narrative side, which IMHO is more where at least some PbtA and 4e-esque games can come from (but don't always, WotC 4e seemed more totally centered on combat mechanics as most people played it). [/QUOTE]
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