The Curseborne system for Foundry is interesting in that it was pretty barebones during a curseborne session, we were using it as a dice roller pretty much-- right now its more like a basic SPU rolling infrastructure than it is a Curseborne one (unless we're talking about a diff one, or it...
Its a very similar system, and the reason i know that is because the conversion guide from Storypath is about 5 pages long. Its a lot of fairly small adjustments-- 10s are two successes, difficulties limited to 5, complications to 3, etc.
Lately I've been getting more into and excited about the Curseborne RPG and its parent generic system Storypath Ultra. Over the last few months I've played some of it, the core book actually came out, the first major supplement funded and the manuscript dropped, and the manual for the...
Focusing on the OP (to avoid catching up on 34 pages of discussion), I tend to run my games less as plots/stories and more as 'narrative-rich spaces' in the sense that they're full of setting, and character, but rather than a plot, these elements interact in ways that don't conform to...
In our west marches, we use a structure where players gather leads, and use them to launch voyages (outings, single or multi-session to go follow up on something) to go somewhere in the sandbox and do something. One cute thing we did is that while finding information out in the world is a valid...
I've successfully been doing player driven stuff, the secret sauce is that players level up by paying with treasure, and gather information on possible locations of more treasure doing anything. So at least when real life isn't interfering, they generally do take the initiative to move on to...
I tend to think of Story Now games (e.g. your PBTA and Apocalypse World and so forth) and games like 4e as the "Modern" era, but I also don't think the "Modern" era is current, I think of it as being in the past, or at least there being something newer than modern which is surely still chugging...
Hmm, the character wouldn't look the way I wanted them to, and they wouldn't be cold blooded which means their people wouldn't have the same underlying relationship with the sun. I wouldn't be able to wear a shell painted with religious iconography since i wouldn't gave a shell.
Before we switched to Pathfinder I had a tortle light cleric i wanted to play, i had this idea about tortles meditating in open sky temples on the backs of massive dragon turtles, contemplating the sun as they bask in it, and what it means to them as cold blood creatures.
The tortle would have...
I think what I'm wondering is, how strong do we understand a guard captain to be in the story? What kind of villain is he? How hard is he to deal woth, and for who?
As you're presenting it, I'm wondering how the emphasis on story is involved-- how strong a character is, that is who they win...
Are we discussing whether story or mechanics are coming first? Or are we talking about our mutual understanding of what the story is in the first place?
Looking back at this thread, I think that one major thing is that this is, in some ways, an outgrowth over how the concept of an abstraction middle man between the world portrayed by the game rules and the world we imagine has played out. I'm seeing an underlying difference in how different...
I think there's a kind of inertia working against specific licensed games like this unless the property is stratospherically popular, like Star Wars, and even then there's probably some. I think RPG players are more interested in their own settings and DND-Trope-Land. I think that part of what's...
But just think with affirm or a similar payment plan service it could be a few dollars of impulse purchase instead ; )
(this is a joke, I find the advent of payment plans for such simple things horrifying, if probably sometimes useful for a host of reasons)