Recent content by hawkeyefan

  1. hawkeyefan

    Why I Hate Skills

    Yeah, I’ve very much arrived at this stage of thinking. I just am not interested in worrying about “meta” elements in the same way many others seem to be. I think that drawing such stark lines between game and shared fiction tends to highlight the differences rather than down play them. This...
  2. hawkeyefan

    Why I Hate Skills

    Well, I think things like physical abilities that work x times per day and the like still represent something that the characters are aware of... some effort or inner reserve or similar... so I don't agree with your assessment in that sense. But even if I did, what we're talking about isn't...
  3. hawkeyefan

    Why I Hate Skills

    I mean, it's meta in that it's not part of the game world, but it's not meta in that it is a game element that is representative of something in the game world. The important element of this, whether for dungeon crawling or adapted in some way for other activities, is that it is a thing that can...
  4. hawkeyefan

    Why I Hate Skills

    I’d argue that a turn is a much more specific unit in play than hours or minutes tend to be since it is tied specifically to play and actions taken. We can say that it takes a turn to travel X distance or to search a room or to take a short rest or what have you, and it won’t cause any...
  5. hawkeyefan

    When Player Driven Adventures Don't Pan Out

    Well, when asked to provide an example of a game where “we stop the narrative to sit around and decide what would be cooler to have happen next” you provided Blades in the Dark. You then stated that it was more a flaw in how the GM was handling things, which then led to you running Scum &...
  6. 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.
  7. 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...
  8. 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.
  9. 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.
  10. 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.
  11. 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!
  12. 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...
  13. 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...
  14. 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.
  15. hawkeyefan

    Let's Talk About Metacurrency

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