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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="pemerton" data-source="post: 8761087" data-attributes="member: 42582"><p>As you know I'm playing with players new to Torchbearer but not new to BW-type scripting. And both are strong wargamers (stronger than me).</p><p></p><p>I like that Torchbearer has a very clear procedure for scripting: first the GM does theirs; and then the players do theirs, able to discuss freely because the GM is already locked in. I script mostly by having regard to my characte's/creature's Nature descriptors and Instinct. So, for instance, my stirges began with a manoeuvre (they like to swarm!). And the players guessed that that would be the case, and scripted in response, and this helped them beat the stirges both times.</p><p></p><p>But with the Abjure, they just couldn't pick it. I didn't think my scripting was especially tricksy or unreasonable, but from the second round, with my opening feint against their defend, it just all went downhill for them. (I'd be lying if I said I didn't enjoy it!)</p><p></p><p>I think it works well for adventure/"dungeon" design, as per my OP.</p><p></p><p>I still don't find the range of difficulties as helpful as the DC-by-level chart in 4e D&D! But with the players having built up a bit of artha (to use the BW terminology for Fate and Persona points), they were able to modulate the difficulties a bit, BW-style. But it's a brutal system! In the session they lost their shoes and a suit of armour, and came out with 4D worth of coins and jewellery (5D after the gambling on the pit fight), two captured stirges, a block of salt, 3 candles, some rusty keys, a Dreams-wise sword, a shield, a cursed Elfstone, and knowledge of the location of a Dwarven anvil.</p><p></p><p>And Golin is exhausted and injured, while Fea-bella is afraid, exhausted, injured and sick.</p><p></p><p>Is that breaking even? Maybe just!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8761087, member: 42582"] As you know I'm playing with players new to Torchbearer but not new to BW-type scripting. And both are strong wargamers (stronger than me). I like that Torchbearer has a very clear procedure for scripting: first the GM does theirs; and then the players do theirs, able to discuss freely because the GM is already locked in. I script mostly by having regard to my characte's/creature's Nature descriptors and Instinct. So, for instance, my stirges began with a manoeuvre (they like to swarm!). And the players guessed that that would be the case, and scripted in response, and this helped them beat the stirges both times. But with the Abjure, they just couldn't pick it. I didn't think my scripting was especially tricksy or unreasonable, but from the second round, with my opening feint against their defend, it just all went downhill for them. (I'd be lying if I said I didn't enjoy it!) I think it works well for adventure/"dungeon" design, as per my OP. I still don't find the range of difficulties as helpful as the DC-by-level chart in 4e D&D! But with the players having built up a bit of artha (to use the BW terminology for Fate and Persona points), they were able to modulate the difficulties a bit, BW-style. But it's a brutal system! In the session they lost their shoes and a suit of armour, and came out with 4D worth of coins and jewellery (5D after the gambling on the pit fight), two captured stirges, a block of salt, 3 candles, some rusty keys, a Dreams-wise sword, a shield, a cursed Elfstone, and knowledge of the location of a Dwarven anvil. And Golin is exhausted and injured, while Fea-bella is afraid, exhausted, injured and sick. Is that breaking even? Maybe just! [/QUOTE]
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