Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 9201354" data-attributes="member: 82106"><p>The skills in Blades are different from the moves in AW, they are APPROACHES to problem-solving, not specific clear technical 'skills' as such (though they certainly include an element of expertise and technique). So, when my character uses 'Skirmish', that means he's employing some sort of fighting technique involving maneuver, feints, etc. If he's using some sort of elaborate formal dueling technique, then it might be better described as finesse, and berserk attacks with a nail-studded club is probably Wreck. It isn't that the proper use of each action is 'muddy', it is more that you describe the fiction and THEN one of the actions is selected as an appropriate reflection of that. Characterization results because presumably the player wants to play in a fairly optimal way, so they develop chosen approaches. Takeo takes actions that are likely to fall under Skirmish, Command, or secondarily Study, Finesse, Wreck, or Sway. If he's stuck doing something else, well that's where pushing and playbook features, equipment, and teamwork come into play. </p><p></p><p>So, the design goals of BitD are different from AW, and it derives its mapping of design onto agenda in a bit different way at the detailed design level. You could use PbtA style playbooks to implement something like BitD, but BitD's design really strongly favors optimization and reinforcement of techniques, where PbtA playbooks don't necessarily do that. In BitD the primary focus is on actions and advancing your pips in the ones you use, with the playbook features being 'sauce' you can use to bolster your shtick or add some new dimension to it (Takeo for instance got 'Ghost Fighter' so he could use his formidable fighting skills against supernatural forces, which fit well with his backstory as well). AW is not so much focused on PROGRESSION, things tend to break down, not move forward. The playbook moves specifically relate to the situations that game engenders and characterization and such are more tied to moves purely. This is also why VB discusses the possibility of exchanging playbooks, where a character might switch at some point from Brainer to Battlebabe or something like that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9201354, member: 82106"] The skills in Blades are different from the moves in AW, they are APPROACHES to problem-solving, not specific clear technical 'skills' as such (though they certainly include an element of expertise and technique). So, when my character uses 'Skirmish', that means he's employing some sort of fighting technique involving maneuver, feints, etc. If he's using some sort of elaborate formal dueling technique, then it might be better described as finesse, and berserk attacks with a nail-studded club is probably Wreck. It isn't that the proper use of each action is 'muddy', it is more that you describe the fiction and THEN one of the actions is selected as an appropriate reflection of that. Characterization results because presumably the player wants to play in a fairly optimal way, so they develop chosen approaches. Takeo takes actions that are likely to fall under Skirmish, Command, or secondarily Study, Finesse, Wreck, or Sway. If he's stuck doing something else, well that's where pushing and playbook features, equipment, and teamwork come into play. So, the design goals of BitD are different from AW, and it derives its mapping of design onto agenda in a bit different way at the detailed design level. You could use PbtA style playbooks to implement something like BitD, but BitD's design really strongly favors optimization and reinforcement of techniques, where PbtA playbooks don't necessarily do that. In BitD the primary focus is on actions and advancing your pips in the ones you use, with the playbook features being 'sauce' you can use to bolster your shtick or add some new dimension to it (Takeo for instance got 'Ghost Fighter' so he could use his formidable fighting skills against supernatural forces, which fit well with his backstory as well). AW is not so much focused on PROGRESSION, things tend to break down, not move forward. The playbook moves specifically relate to the situations that game engenders and characterization and such are more tied to moves purely. This is also why VB discusses the possibility of exchanging playbooks, where a character might switch at some point from Brainer to Battlebabe or something like that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Vincent Baker on mechanics, system and fiction in RPGs
Top