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Torchbearer 2nd ed actual play
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<blockquote data-quote="EpicureanDM" data-source="post: 8555288" data-attributes="member: 6996003"><p>I've played a lot of <em>Torchbearer </em>1e and some 2e, both as a player and GM. When I GM TB, I always give the players the benefit of the doubt when their light's running out. If a Twist results in a change in the situation that requires immediate action, i.e. another Test, I'll let their light carry over to the next Test. After that subsequent Test, they usually either succeed or gain a Condition. In either of those cases, I use what everyone's calling the "no-Turn, no-Advancement" approach. Let players decide who's lighting what, figure out who's covered by bright or dim light, and move on. It's more of a bookkeeping moment.</p><p></p><p>Darkness is too punishing to inflict on the players as anything other than its own, specific Twist, which might then require the Grind-advancing Survivalist Test to overcome. That's more in keeping with Twists in general. The discussion in the other <em>Torchbearer</em> thread (containing the link that brought me here) about Conditions and Twists being like PbtA hard and soft moves is a good heuristic. A Twist that involved both reigniting a light source on top of another complication is like rolling two hard PbtA moves into one.</p></blockquote><p></p>
[QUOTE="EpicureanDM, post: 8555288, member: 6996003"] I've played a lot of [I]Torchbearer [/I]1e[I] [/I]and some 2e, both as a player and GM. When I GM TB, I always give the players the benefit of the doubt when their light's running out. If a Twist results in a change in the situation that requires immediate action, i.e. another Test, I'll let their light carry over to the next Test. After that subsequent Test, they usually either succeed or gain a Condition. In either of those cases, I use what everyone's calling the "no-Turn, no-Advancement" approach. Let players decide who's lighting what, figure out who's covered by bright or dim light, and move on. It's more of a bookkeeping moment. Darkness is too punishing to inflict on the players as anything other than its own, specific Twist, which might then require the Grind-advancing Survivalist Test to overcome. That's more in keeping with Twists in general. The discussion in the other [I]Torchbearer[/I] thread (containing the link that brought me here) about Conditions and Twists being like PbtA hard and soft moves is a good heuristic. A Twist that involved both reigniting a light source on top of another complication is like rolling two hard PbtA moves into one. [/QUOTE]
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