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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="pemerton" data-source="post: 8762113" data-attributes="member: 42582"><p>Because I'm coming in from Burning Wheel, my habit is to filter Good Ideas through a "say 'yes' or roll" mindset - while at the same time trying to reorient my "say 'yes'" instincts from <em>Does this speak to a Belief, relationship etc?</em> to <em>What is the real challenge here?</em> (that's my attempt to summarise the advice about tests and good ideas on SG pp 216-7).</p><p></p><p>There are two things I can think of from our Sunday session that fall under the "Good Idea" rubric: the players deliberately had their PCs leave their rope hanging down from the entranceway, giving them a way out without needing to make a test; and the players pointing out that there must be fuel with the forge, avoiding having to make a Scavenger test to find fuel for their campfire.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8762113, member: 42582"] Because I'm coming in from Burning Wheel, my habit is to filter Good Ideas through a "say 'yes' or roll" mindset - while at the same time trying to reorient my "say 'yes'" instincts from [i]Does this speak to a Belief, relationship etc?[/i] to [i]What is the real challenge here?[/i] (that's my attempt to summarise the advice about tests and good ideas on SG pp 216-7). There are two things I can think of from our Sunday session that fall under the "Good Idea" rubric: the players deliberately had their PCs leave their rope hanging down from the entranceway, giving them a way out without needing to make a test; and the players pointing out that there must be fuel with the forge, avoiding having to make a Scavenger test to find fuel for their campfire. [/QUOTE]
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