Recent content by innerdude

  1. innerdude

    Tell me about Star Wars: Edge of the Empire

    One more quick note on rules and supplements for the system --- The really only truly indispensable, non-core supplement I turn to regularly is the Gadgets and Gear book. Other than the core book of your choice (EotE, AoR, FaD), this is the one I'd probably go out of my way to acquire. It's...
  2. innerdude

    Vincent Baker on narrativist RPGing, then and now

    I mean, the short answer is---to channel the appropriate Star Wars motif---"This isn't the game you're looking for. Move along." If that's genuinely---genuinely, mind you---the player's mindset, then narrativist play agendas, techniques, and overall goals don't generally align to that kind of...
  3. innerdude

    Tell me about Star Wars: Edge of the Empire

    Some additional explanation of FFG Narrative Dice combat --- So in a certain sense, FFGND combat uses a fairly structured "subroutine" that will feel familiar on the surface to D&D players, but the underpinning mechanics cause the tenor and pace of combat to be different. Mechanically, PC...
  4. innerdude

    Tell me about Star Wars: Edge of the Empire

    So I saw this a few days ago and have been thinking about how I could assist. Obviously I don't know you and your group personally, and what little I do know is from interactions on the forum here. From our interactions, I do recall: You have a long-standing house-ruled D&D 3.0 system that is...
  5. innerdude

    Tell me about Star Wars: Edge of the Empire

    It straddles an interesting line between "traditional" and "narrative" gameplay spaces. At its heart, it requires you to play it like you would a Star Wars show-- focus on the situation and your character's place in the situation and less on the mechanics, though the mechanics are crunchy just...
  6. innerdude

    What makes setting lore "actually matter" to the players?

    This is a fairly excellent and concise summary of my general feeling as well. Especially when, as a GM, I'm looking for much more in terms of character realization from my players than the generally shallow/trite tropes that often arise from non-purposeful anthropomorphism. But to be fair, I do...
  7. innerdude

    What makes setting lore "actually matter" to the players?

    Yep. And again, my personal preference now is to just be done with the "pretend theater" of choosing a race/heritage. "You can choose human as your race. Period, the end." Sure, all good for you and your group. I just don't care about making the effort for this anymore. I don't care about...
  8. innerdude

    What makes setting lore "actually matter" to the players?

    So yes, I'm "Person B" in this equation, and for purposes of this thought exercise, assumption is that I'm the GM. I was responding to RenleyRenfield 's assertion that for him, he's sick and tired of fantasy settings because "the lore and boundaries around lore" are useless/meaningless. For...
  9. innerdude

    Four non-D&D games that show the breadth of TTRPGs

    Ironsworn Savage Worlds Mythras / BRP Swords of the Serpentine
  10. innerdude

    What makes setting lore "actually matter" to the players?

    I laughed the one time I used the EEKeeper mod tool on Baldur's Gate 1 on PC to "superpower" my PCs and then killed Drizzt when he showed up in the one mountain area. Your party reputation instantly drops to the lowest possible value (3 I think?) and my entire good-aligned party instantly left.
  11. innerdude

    What makes setting lore "actually matter" to the players?

    I generally agree, but would expand this to say, "Wherein the ability to 'do or try anything' is predicated on an imagined fictional space in which the character actions are attempted." Which goes right back to the original question --- What elements of that imagined fictional space / shared...
  12. innerdude

    What makes setting lore "actually matter" to the players?

    Rightly so! That was really my point. A player who chooses "elf" as a heritage in a Tolkienesque world, without using that character choice to dramatically inform the character's personality traits and worldviews, is doing the exact same thing as the person choosing the turtle. Which of course...
  13. innerdude

    What makes setting lore "actually matter" to the players?

    Yeah, agree with this, at least on the surface. Handing out "Super Special Xaborgosloboth Vorpal Katana Tridents Only Wieldable by Xaborgosloboths +4" to a party made of 2 humans and a tiefling would seem to rise to the level of "lore that matters to the players." But I think there can be more...
  14. innerdude

    What makes setting lore "actually matter" to the players?

    I think the question is driving precisely around (or through) what you're saying---what properties must lore possess to make it such that the players cannot ignore it because it represents a real, tangible material aspect or aspects in play? Of course if the "lore doesn't matter" then "caring...
  15. innerdude

    What makes setting lore "actually matter" to the players?

    So to be clear, let's differentiate between, "Innerdude, who has read the Lord of the Rings novels 38 times in his lifetime (this is not an exaggeration) and has spent a non-trivial amount of time pondering on the themes and cultural significance of the origins of Tolkien's races as outlined in...
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