Recent content by thefutilist

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    Contrasting combat system outcomes

    This might be dependent upon the order of narration, what the group understands the narration to be doing and the scope of the narration. I think there’s a few important things going on. Let’s say I roll and choose the following: 1) I don’t achieve Halden’s primary goal (Get the Lotus) 2)...
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    Contrasting combat system outcomes

    OTHER KIND DICE – BASIC CARDS This was done using the good working outcome set found here: https://lumpley.games/wp-content/uploads/2022/03/Good-Working-Outcome-Cards.pdf Taken from the following blog post. https://lumpley.games/2022/03/14/otherkind-dice/ We used: goal, secondary goal, you...
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    Contrasting combat system outcomes

    The first system I used was a 50/50 conflict resolution system. When two characters conflict, roll the dice and see which one wins. As a default the PC is Halden but depending on the system it could be all three of the primary characters. Before the encounter even started I noted a few...
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    Contrasting combat system outcomes

    I was talking to @pemerton about some tests I was doing comparing systems. I’m not great at combat/thriller set pieces that require a lot of granular orchestration. So I’m running the same situation in different systems with the aim of figuring out what I want and what I should be on the lookout...
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    Let's talk about "plot", "story", and "play to find out."

    I don't like the term Free form. Every Free form game has system mechanics, principles, agendas and best practices, even if they aren't explicit and formalised.
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    Generative resolution

    I think I've portrayed my stance as a bit more hard line than it is. I do frequently cross the line but it's the type of thing I wonder about.
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    Let's talk about "plot", "story", and "play to find out."

    It’s where author decision meta-mechanics can get tricky. Does the game assume that you the player wants their character to succeed? Some of my favourite characters, I’ve wanted them to fail because they’re morally repugnant. So if meta-mechanics exist, I’d use them to actively harm the...
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    Let's talk about "plot", "story", and "play to find out."

    This is both dependant upon the game and who you ask. I disagree with a lot of the other narrativist inclined types here because I do think they’re making stuff a bit mushy. So assuming you want narrativist stuff (and that’s not an automatic assumption with blades), you’re making two types of...
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    Generative resolution

    Here’s an example of act taken from one of my actual games. The Driver (pc) is trying to stop the Daughter (npc) of the Gunlugger (pc) from running off to join a raid on the broken city (a very dangerous place). They talk and he escalates to physically restraining her. I can’t remember my...
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    Generative resolution

    Some notes for later: The 2E version. Keeler the gunlugger’s taken off her shoes and she’s sneaking into Dremmer’s camp, armed as they say to the upper teeth. (On a 7–9, maybe I give her a hard bargain: she can get to Dremmer, sure, but only by breaking cover and alerting his guards.) She hits...
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    Let's talk about "plot", "story", and "play to find out."

    We get into this a bit in the generative resolution thread. I dislike the narr/sim framing though. From where I stand AD&D is closer to Blades than Vampire the Masquerade is. Vampire (and most 90’s games) were still taking their cues from 2E D&D but at that point I’m not sure the system knew...
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    Generative resolution

    I think we play rather differently. I find scale is determined in the orchestration phase you alluded to. I can see my players saying ‘climb a mountain’ or ‘bring order to the holding’ or any number of such large scale actions. Whether they’re broken down into component parts seems to be mainly...
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    Generative resolution

    @pemerton Here’s something from Apocalypse World first edition. Keeler the gunlugger’s taken off her shoes and she’s sneaking into Dremmer’s camp, armed as they say to the upper teeth. If they hear her, she’s screwed (On a 7–9, maybe I give her an ugly choice between alerting the camp and...
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    Generative resolution

    I’m the exact opposite. The reason to play Apocalypse World is because you can use multiple threats (within a conflict arena). To give a concrete example. I want to climb the mountain but the mountain wants to kill me. Then the outcomes are: I climb and live I climb and die I don’t climb...
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    Generative resolution

    I would frame it as avoiding the negative consequence (the fire) rather than not getting your intent. Unless your intent is exactly the same as avoiding the negative consequence. The issue is that sometimes getting into the garage and not getting seen are orthogonal. Say there are two threats...
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