Recent content by Emberashh

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    The State of Labyrinthian

    For those that want to see some rules, I've attached the draft for the Adventuring subsystem. Still wants some polish, but aside from Activities which will come later its all there.
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    An examination of player agency

    Every game should have pooping rules.
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    An examination of player agency

    The thing about ajudication is that its just a middle man to improv. This isn't strictly a bad thing, as maintaining Tone is an important concept in improv (even more so with narrative improv, which is the specific flavor we're dealing with in RPGs), but the usual structure of a GM handling its...
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    An examination of player agency

    An argument I've favored is that if you want true agency, you should design the game in such a way that it doesn't care how the player plays it. For example in my game's system for moving around, the game anticipates that people will game it by running in circles and doing all kinds of 'gamey'...
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    An examination of player agency

    I haven't read the whole thread, but Im going to jump in from the OP. This is correct, and this is referred to as volition. Volitional engagement is a wonderful thing, and something a lot of games, including RPGs, could stand to focus on building. These are also fair assessments, at least...
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    The State of Labyrinthian

    So, TL;DR, I have a lot of thoughts and I'm going to share them. If you like, you can peruse the attached docs though don't expect anything you can play or even necessarily grok. These are just some interesting things I've been putting together that will help give context to my game, whilst also...
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    Binary Success vs Multiple Levels of Success

    I sidestepped the problem by getting rid of target numbers.
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    Dismantling the Game Master

    Strictly speaking a lot of that was never supposed to be solely on the GMs plate to begin with, and its a weird self perpetuating aspect of the hobby that even people who absolutely hate it will turn around and say "yeah, only one person needs to actually know how to play the game". There's...
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    Iterations on my White Whale: Exploration turns to Adventuring

    I generally assume anyone looking can infer that this is an extracted part of a larger whole, and that this is obviously Player facing, and so does not include GM stuff. But more than that, the point of the page is laid out: its for reference for this particular system in the game. Nothing else...
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    Iterations on my White Whale: Exploration turns to Adventuring

    Over a year ago, I discussed and laid out the foundation of what I considered to be my white whale: a true exploration system. Something that wasn't merely about the rote mechanics of getting from one interesting part of the game to the next, but something that was interesting in its own right...
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    GMing: What If We Say "Yes" To Everything?

    This is exactly the sort of thing I was talking about in the "RPGs are Improv Games" topic, Game Tone and all.
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    Do you need Archetypes, Classes, and Villains?

    For me I think the biggest thing is that I should be able to read the game and feel inspired by the possibilities, which I'd peg is something I'm intuitively picking up as the cross section of the games ludomechanical and ludonarrative depth. Its why I've found PF2E to be soulless much of the...
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    Gun Fu, John Wick Style

    I would say 4e is pretty much nothing like my system, other than the broad idea that they both produce a tactical combat system. I'm not sure where you're getting the idea that the two systems are even close to each other.
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    Suggestions for a "what are RPGs"/"how to play RPGs" resources

    This is a pretty big nonsequitur to what I said, and the grasped straws here completely miss that the point is that games aren't dictionaries and don't serve the same purpose. 1. The hanging ellipsis just makes you come off as incredibly annoying. You're not actually gaining anything...
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