Eh, I think my experience is that you don't need a ton of filler. Narrativist games also tend to be pretty strong on thematic coherence. In 1KA Odu Nobunaga is rising to power. You oppose it, you assist it, you try to survive it. There's not a lot of need to explain why Takada and Oda are...
Eh, I agree with @pemerton here, 2, socially conformant game-facilitating play is extremely prevalent. Many of the old classic pitfalls of early play illustrate this super well. Every party would have just that one thief who was shady enough to do his job, yet mysteriously totally loyal to the...
I would say it's not my place to bring toys, the players do that! I might bring a couple of my own too, but my job is to fill in the blanks, maybe prompt some action, help manage the focus, etc.
None of us are telling the players what their characters should be doing. But, if we're playing BitD and the players have decided their crew are all fashion hounds and their vice is shopping sprees, and they enjoy playing those out, fine. Still, the Blue Coats are going to show up, frame them...
Well, I think my only response to this is annecdote. Our 1KA game had 3 PCs. Mine had a goal of opposing the dominance of Odu over the Iga Free League. This was 'baked in' as a loyalty rating, and embodied in fiction in her backstory. While her loyalty to Iga was tested to a degree, her aims...
I think this is one of those arguments which sounds good, but falls apart on closer examination. The players clearly chose to engage in a type of high consequence play. It's thus absolutely on the GM to deliver it! I certainly think there's plenty of room for discussion and diversity of opinion...
Yeah, I think the things we did in those two games were often high risk "put all your cards on the table" sorts of play. But I think the weightiness of the play in 1KA is pretty built in. I guess you can focus more on the minutia of Sengoku Era warfare, or tea ceremonies or whatever. The...
I find it difficult, with my experience, to believe that most people aren't after a bit more exciting vs less exciting, slower paced, game. But I don't think that people always want the game to go at breakneck speed constantly.
So, I don't think everyone wants to play 1000 Arrows all the time...
None that I've ever played or run. I'm sure it is possible, but our 1e AD&D campaign degenerated into a mishmash of 1e, Boot Hill, Fight in the Skies, Gamma World, and just plain weirdness. The Kzinti Fighter PC became fused with a beholder after the room they were both in got fried with a...
People are creatures of habit and they invest in specific ways of doing things. I mean, I grew up on AD&D. While I grew tired of certain aspects of that type of game, it's still the most natural and baseline sort of way to play an RPG by default.
But of course it is more complex than that. PbtA...
If anyone running DW is moving you backwards on a 7+, they're not following the rules. Here's the difference though, 7+ advances the fiction in a direction coincident with your goal, though it will not always be exactly what you were trying to do, and 7-9 will let the GM say something...
First of all, MANY GMs would say that you're halfway up the wall! Heck, 3e very certainly regulates the distance covered by a climbing action. Even 4e does so in combat.
But beyond that, I climb the wall, is just a mechanical action, it says nothing about intent. I'd also point out that PbtA...
I think we agree. I happen to think PbtA type games do a bit more than that, but certainly in a game like AW every player move has significance. MotW seems to water things down a bit though, and I am getting the impression there's a bunch of people jumping into PbtA design, judging by DW2e, who...