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Tomb Raider Licensed RPG Announced by Evil Hat Publishing
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<blockquote data-quote="evilhat" data-source="post: 9275310" data-attributes="member: 53636"><p>To give a brisk preview ahead of folks playtesting it: The biggest influence (IMO; I'm not Rae) will be seen in the use of Forged-style dice. "Standard" 2d6 PBTA with fixed numeric bonuses tends to have a narrower band of uncertainty (so to speak) — once you've got a +3 to a roll, you're on average gonna score a 10+ which, while a success, also tends to be a lot less interesting (story/action wise) than a 7-9 "mixed' result. In my own playtesting experience I tend to see Forged dice as giving a more dynamic feel that doesn't get unpleasantly predictable when folks manage to stack the numbers up. But beyond dice, sharp eyes may also spot how the idea of risk positioning plays into the different phases of play, and the effect that has on what sorts of moves are on offer during those phases. And then there's the Crew-like role that the Team playbooks occupy in the design.</p><p></p><p>n.b., Rae solved the "predictability" challenge in a different way in Apocalypse Keys, which is worth checking out too; there, the middle result is success, with the high result being <em>too much success</em>, bringing consequences. (That's been seen in other PBTA games as well, of course, but AK doesn't stop there.)</p></blockquote><p></p>
[QUOTE="evilhat, post: 9275310, member: 53636"] To give a brisk preview ahead of folks playtesting it: The biggest influence (IMO; I'm not Rae) will be seen in the use of Forged-style dice. "Standard" 2d6 PBTA with fixed numeric bonuses tends to have a narrower band of uncertainty (so to speak) — once you've got a +3 to a roll, you're on average gonna score a 10+ which, while a success, also tends to be a lot less interesting (story/action wise) than a 7-9 "mixed' result. In my own playtesting experience I tend to see Forged dice as giving a more dynamic feel that doesn't get unpleasantly predictable when folks manage to stack the numbers up. But beyond dice, sharp eyes may also spot how the idea of risk positioning plays into the different phases of play, and the effect that has on what sorts of moves are on offer during those phases. And then there's the Crew-like role that the Team playbooks occupy in the design. n.b., Rae solved the "predictability" challenge in a different way in Apocalypse Keys, which is worth checking out too; there, the middle result is success, with the high result being [I]too much success[/I], bringing consequences. (That's been seen in other PBTA games as well, of course, but AK doesn't stop there.) [/QUOTE]
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