Recent content by hawkeyefan

  1. hawkeyefan

    What mechanics or subsystems do you use regardless of the game you are running/playing?

    In the case of Blades in the Dark, it is more integrated into play in a few ways. However, when I use it in many other games, it’s just as an easy progress tracker or countdown timer.
  2. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    I think the important thing here is how the presence or lack of a sole “guiding force” affects play. I feel like in some campaigns I run, the vast majority of what I do is react to what happens in play in the form of meaningful/interesting consequences. My Spire campaign consisted of me giving...
  3. hawkeyefan

    Let's Talk About Character Resources To Power Abilities

    Okay… I meant more like in the sense of game mechanics. Like gameplay. In several recent threads you‘Ve kind of argued that player portrayal of character is more important than that kind of stuff.
  4. hawkeyefan

    Let's Talk About Character Resources To Power Abilities

    That’s interesting to read. I would have thought your preference would be on the roleplaying based on recent discussions.
  5. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    I was going to mention the game of Ironsworn my group has been playing. It’s a GMless game, so I’m not sure how people would view that… seems inherently player-driven.
  6. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    Yeah, I think that the “solution” to the problem, such as it is, can come from a variety of places. I think for many traditional games, it largely falls to the GM. The players, too, of course. Or the rules and procedures of play. It’s probably best when all three are involved!
  7. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    I think it depends. I read the bit I quoted by @Desdichado as being more of an ongoing thing. Trails meaning not just a starting point, but a continuing path or road. Outlines in not just an introduction, but also an ongoing structure of sorts. And I also think it’s different to offer an...
  8. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    Well, I think that actualizing a premise is a bit different than a GM providing an outline or trails. The premise could easily be the players’. The GM may then take that premise and help actualize it in some way. In the first Blades in the Dark game I ran, I suggested the first Score to my...
  9. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    While I agree with you that trying to force a game to be player-driven can be disastrous, I disagree that actual player-driven play needs a “GM laying out at least a faint outline and options of some rough trails”. It’s absolutely possible for the players to actually drive play.
  10. hawkeyefan

    Let's Talk About Metacurrency

    And still others like to make snide comments about the things people enjoy!
  11. hawkeyefan

    What is "railroading" to you (as a player)?

    You directly compared other people’s play to your imagined horror board game. Good grief.
  12. hawkeyefan

    What is "railroading" to you (as a player)?

    Because the first quoted post wasn’t really about you reiterating your preference. It was basically pointing out how someone with a different preference wasn’t enjoying RPGs to the extent they can be enjoyed. That their preferences don’t have anything to do with why RPGs are different from other...
  13. hawkeyefan

    What is "railroading" to you (as a player)?

    So I think part of why comments like the first quoted above get push back is because of the second. Like, if it’s already been established multiple times that we all have different preferences, then it would seem you actually do get what you’re responding to in the first. So then what’s the...
  14. hawkeyefan

    Let's Talk About Metacurrency

    I think most supers games actually do have that. They actually tend to “lock things down” much more than the actual comics/movies themselves do. It’s pretty much a necessity to make a game out of the material. But many games also build in some amount of flexibility… which we could argue is...
  15. hawkeyefan

    What is "railroading" to you (as a player)?

    Telling a story is different than running a game. For most of us, anyway. Aren’t you the one to point out that horror is a difficult genre for RPGs? I also love how it always comes back to the dice being everything instead of just an additional tool. As if narration and description and all...
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