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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="Manbearcat" data-source="post: 9125211" data-attributes="member: 6696971"><p>Torchbearer has 3 full phases (Town, Camp, Adventure) and another proto-phase (Journey). Here is an abridged description of GM prep and role in each:</p><p></p><p><strong>TOWN</strong>: Interpret Town Events Roll (procedure with table) by generating a situation and/or a boon/bane condition for the PCs/Town. On Town tests that require GM mediaton upon failure, use typical Fail Forward methodology (Twist or Success w/ Condition or Tax if Resource test) which uses PC motivations/relations, fiction-to-date, and Town dynamics/stats as inputs into resolution. Same thing for Pay Your Bills when you leave Town.</p><p></p><p>Prep necessary here is (a) knowing PCs/Cohorts and (b) knowing or generating Town stats/rules.</p><p></p><p><strong>CAMP</strong>: Interpret Camp Events Roll (procedure with table) by generating a situation and/or a boon/bane condition for the PCs/Camp. On Camp tests that require GM mediaton upon failure, use typical Fail Forward methodology (Twist or Success w/ Condition or Tax if Resource test) which uses PC motivations/relations, fiction-to-date, and Adventure/Camp environ subtype dynamics/stats as inputs into resolution. </p><p></p><p>Prep necessary here is (a) knowing PCs/Cohorts and (b) knowing Adventure/Camp locale denizens/environs for input into Events Table result and any Twists (see Adventure design).</p><p></p><p>[HR][/HR]</p><p></p><p>Well, have to board connecting flight. I’ll do Adventure and Journey when I get a chance.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9125211, member: 6696971"] Torchbearer has 3 full phases (Town, Camp, Adventure) and another proto-phase (Journey). Here is an abridged description of GM prep and role in each: [B]TOWN[/B]: Interpret Town Events Roll (procedure with table) by generating a situation and/or a boon/bane condition for the PCs/Town. On Town tests that require GM mediaton upon failure, use typical Fail Forward methodology (Twist or Success w/ Condition or Tax if Resource test) which uses PC motivations/relations, fiction-to-date, and Town dynamics/stats as inputs into resolution. Same thing for Pay Your Bills when you leave Town. Prep necessary here is (a) knowing PCs/Cohorts and (b) knowing or generating Town stats/rules. [B]CAMP[/B]: Interpret Camp Events Roll (procedure with table) by generating a situation and/or a boon/bane condition for the PCs/Camp. On Camp tests that require GM mediaton upon failure, use typical Fail Forward methodology (Twist or Success w/ Condition or Tax if Resource test) which uses PC motivations/relations, fiction-to-date, and Adventure/Camp environ subtype dynamics/stats as inputs into resolution. Prep necessary here is (a) knowing PCs/Cohorts and (b) knowing Adventure/Camp locale denizens/environs for input into Events Table result and any Twists (see Adventure design). [HR][/HR] Well, have to board connecting flight. I’ll do Adventure and Journey when I get a chance. [/QUOTE]
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