Recent content by pemerton

  1. P

    Let's talk about "plot", "story", and "play to find out."

    Here's a character sheet from Cthulhu Dark: Name: Jack Occupation: Longshoreman I GMed a session of Cthulhu Dark where someone played that character. The character was just as well-developed, just as capable of being roleplayed, as any AD&D character I can think of in my time playing AD&D. I...
  2. P

    Let's talk about "plot", "story", and "play to find out."

    But can't the GM just introduce (eg) a new spell, and then say that the NPC (or whomever) learned it via spell research? I mean, classic D&D modules are not devoid of new spells and effects. And there are modern D&D products that introduce new spells, and new character types which mix-and-match...
  3. P

    Let's talk about "plot", "story", and "play to find out."

    I assume that you are talking here about the action resolution mecanics. But not, for instance, the rules about who gets to say what. I don't think that those "fade into the background" any more in (say) Prince Valiant than in (say) Rolemaster.
  4. P

    Let's talk about "plot", "story", and "play to find out."

    I've always found it weird that people who enjoyed aspects of AD&D/3E D&D but didn't enjoy 4e D&D regard themselves as having been wronged - as if WotC owed them something. And to flip it around - my relative lack of interest in 5e D&D does not mean that I've been wronged. I just play games I...
  5. P

    Let's talk about "plot", "story", and "play to find out."

    My personal preferences shape at least some of what I post (see, eg, references to Burning Wheel and Prince Valiant). But I try to do more than just express my preferences. To me, posts are interesting when they (i) contain analysis, explanation, etc, or (ii) contain illuminating/interesting...
  6. P

    Let's talk about "plot", "story", and "play to find out."

    The fighter in my game was mostly using a polearm, and was based around reach, forced movement, and multi-/area attacks - so Come and Get It was just of a piece with his Passing Attack, Footwork Lure, etc - he was constantly in motion, wrong-footing his opponents, etc. CaGI didn't raise any...
  7. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    I think my approach - especially for party play like 4e D&D - is heavily influenced by Claremont X-Men.
  8. P

    Let's talk about "plot", "story", and "play to find out."

    When I'm reflecting on RPGing, I find it helpful to distinguish between mere colour/flavour, and fiction that actually matters to the play of the game. Eg in dungeon-crawling D&D, the colour of the NPC's trousers normally is mere colour; whereas the location of the door in the wall, or the...
  9. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Absolutely! This is true in Torchbearer also. I'd say that it not only feels robust, but is robust.
  10. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    You probably won't be shocked that I'm going to put in a good word for Burning Wheel here: generally it uses binary success/failure on the roll; but by distinguishing intent and task, and emphasising that failure means failure of intent, it allows for similar sorts of consequences as does a...
  11. P

    Let's talk about "plot", "story", and "play to find out."

    Or do you . . . .? For me, one of the more striking things about some talk of immersion is that people are not talking about a psychological experience - that is, how they feel during play - but rather are talking directly about the "logical" structure of play, independently of any psychological...
  12. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    For my part, I don't play with the goal of creating great dialogue (though if it occurs, I have no objection to it). But I do want this: Gripping and exciting scenes, including social scenes, are something I do want in my RPGing.
  13. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Which is basically the opposite of organic!
  14. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    I'm not an actor, and no one whom I play with is a thespian, voice actor or other sort of performer. But social resolution mechanics have reliably produced strong social scenes. And the more robust mechanics of more "modern" games have done so better: the Rolemaster influence and interaction...
  15. P

    Distinct Game Modes: Combat vs Social vs Exploration etc...

    Yeah, the suggestion that the damage/hit point systems is just an afterthought - that beating a Pit Fiend in combat is just a modest mechanical variant on climbing a cliff - is pretty odd.
Top