This is great as long as you can guarantee there will be some failures along the way to make things interesting and-or challenging. But one assumes the players are within reason maxing their odds of success as best they can, meaning that what has the potential to be an exciting and interesting adventure (LotR as written) could instead turn into a rather boring cakewalk (they just go around the south end of the mountains and reach the Rohan unopposed) if the dice allow it.
I thought you didn't like railroads? But now you're asserting that there
must be railroading lest things be boring!
Of course there is no guarantee that, when you sit down to play, any particular set of events will occur.
http://www.indie-rpgs.com/_articles/narr_essay.html said:
Ron Edwards pointed that out back in 2004
when he said "
There cannot be any "the story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point". (The bolding is mine, the italics are his.)
But because the players
will fail checks (unless their dice are loaded or the maths and system of the game are broken) things will happen. Why would it be boring for the Fellowship to reach Rohan unopposed? It wasn't boring for them to reach the Misty Mountains unopposed, because then exciting things happened. Well, exciting things might happen in Rohan too.
As Tolkien writes it, there is a lot of
success in Rohan: Aragorn, Legolas and Gimili
succeed in tracking the orcs, and
succeed in finding a brooch (therefore ensuring that it is true, in the fiction, that the hobbits were still alive at that point), and
succeed in befriend Eomer and getting horses from him, and
succeed in finding signs of the hobbits where the orcs were burned, and
succeed in meeting Gandalf. Gandalf and the hobbits
succeed in activating the Ents. Gandalf then
succeeds in activating Theoden and the Rohirrim,
succceeds again in bringing Erkenbrand to Helm's Deep, and
succeeds in besting Saruman on the steps of Isengard.
Failure at any of those points would produce exciting fiction. It would be different from what JRRT wrote. But that's the point of "story now" RPGing - to play to find out, rather than to be railroaded through the GM"s preconceived exciting story.
the failure vs. the giants is not the players' fault this time - it's on the DM for not giving the players a chance to prepare and-or determine the PCs' method and direction of approach.
They couldn't, unless they were rude and interrupted you while you were talking.
I'll repost for what I think is the fourth time:
Are you really saying the following is railroading?
GM: OK, so you've agreed to help the dwarves against the giants. Your're heading off, right?
Players: Yes, we're heading off as soon as Aster makes some potions of fire resistance for us.
GM: OK, mark down your potions and cross off your residuum. You trek through the Underdark, following the directions the dwarves gave you. Everyone make a DC 20 Endurance check - if you fail, you're down a healing surge by the time you arrive at your destination.
<players adjust equpiment lists, make checks, adjust healing surge totals if required>
GM: Just as the dwarves told you, after a hard trek through the tunnels you find yourself at the entrance to a massive cavern. It's lit a dull red by the glow of lava that bubbles up through the floor of the cave and flows away in criss-crossing channels. A black, basalt structure stands in the centre - the Hall of the Fire Giant King.
<snip>
Let's consider a variation of the above:
. . .
GM: Just as the dwarves told you, after a hard trek through the tunnels you find yourself at the entrance to a massive cavern. It's lit a dull red by the glow of lava that bubbles up through the floor of the cave and flows away in criss-crossing channels. In the glow of the lava, you can see fire giant sentries on patrol. And it seems that a group of sentries has seen you!
The players had ample chance to say they wanted to be stealthy. When they mentioned the making of potions before they left. When the <stuff> happened. When the GM described them arriving at the entrance to a massive cavern.
I think I asked [MENTION=23751]Maxperson[/MENTION] whether players at his table need permission to speak. I can tell you that my players, if they were intending to be stealthy upon arriving at the cavern entrance, would let me know. We might then frame a check in which they try to (say) create a Wizard's Screen before the fire giant sentries notice them.
it's come full circle from 1e D&D - there g.p. = x.p. and here x.p. = g.p.
I don't understand. Earning XP in Cortex+ Heroic has nothing in particular to do with gp, or wealth. XP get spent to change the PC sheet (eg change distinctions, change affiliations) or to add new abilities or to step up existing ones.
What about ammunition e.g. arrows, bolts, bullets - is that tracked?
No. If an ability has the Gear limit then it can be shut down (at the instigation of the player or the GM). That could be narrrated as running out of ammunition.
I was originally talking about a medieval-fantasy journey from Washington to Tokyo (in comparison with a similar journey from Boston to New York) and even joked there about not having the Stark jet available.
Yes, a jet plane makes the trip quite a trivial thing. But having to do it on foot/wagon/ship is not trivial at all, which was and still is my point.
Yet some people made those trips and - whatever rigours they suffered along the way - arrived in relatively good health. There's nothing unrealistic about the PCs doing the same.
That their arrival in good health is a matter of narrative stipulation is not especially shocking. Most fiction is the result of stipulation, even when RPGing.