Torchbearer 2e uses random events that index things that matter to the PCs, like friends and family. It's a different approach from Mythic Bastionland, but is definitely something that is shaping how I think about the latter.
EDIT: Just read @zakael19's reply mentioning AW, DW etc. I fully...
In my case, I read out to my players the brief account of the people of the Realm, which includes this:
SEERS
• Those who understand the nature of Myth enough to glimpse into our future.
• Their visions grant legitimacy and direction to a Knight’s quest.
• They know when a Squire is ready to...
If the players can't see past the need to obtain and act on information, then when the time comes to resolve a myth, there's the risk of the players looking for the "right" answer, rather than injecting their own thoughts as to what resolution means.
I think the GM needs to somehow make clear...
Over the past few days I've been prompted to think a bit more about this.
When I think of "sitting back and letting the game come to them" RPGing, the first thing I think of is AP-ish, quest giver-ish play. The second thing I think of is a type of dungeon-y play, but one that doesn't require a...
I think something to watch out - again, I caveat that this is based on limited play experience! - is the risk of the gamism completely swamping this.
I think the metachannel here needs to be fairly open - or at a minimum, the players need to have some confidence that the GM won't hose them for...
Upthread, before I'd actually played Mythic Bastionland, I made these posts about it:
After having played it, I made these posts (on another active thread):
In this post I want to say a bit about how these "before" and "after" thoughts fit together.
It was the players' need for information...
Yes, that is what I posted:
I think one of the reasons that Moldvay Basic has such a strong contemporary reputation is because there is a reasonable clear statement of GMing principles, in Chapter 8. AD&D doesn't have the same clarity, and I think there is some tension in the DMG. Contrast, for...
It's not a mechanic, but here's a thing that strikes me as modern when it is found in a RPG: a clear statement of GMing principles.
A related thing, which also generally strikes me as modern, is a clear statement of how actions should be resolved, which makes reference to principles as part of...
That's a tenable reading of slots, I agree. Part of the issue in D&D particularly is that in most versions there is no real provision for losing slots as a consequences of a failed action, or of a failed save to avoid hardship. So they become weirdly silo-ed like you say. In 4e, by way of...
That can be an aesthetic preference, sure. But if Force Points are not "meta" - even though, in the fiction, no one earns points or spends points or risks running out of points - then the limited use martial powers aren't "meta" either. Because the requirement for not meta is being set at the...