Recent content by Thomas Shey

  1. Thomas Shey

    Storypath Ultra and Curseborne

    I'm guessing that's the culmination of "Okay, maybe this wasn't the best idea after all." (Though now I'm wondering why I haven't got a notification about SPU. I'm pretty sure I backed it...) The problem I expect would be people who are tapping it excessively and not leaving enough for...
  2. Thomas Shey

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

    Well, as some of this discussion has shown, how "meta" a currency or resource is not only varies from game to game, it varies in the eye of the beholder. WoD Willpower and TORG Possibilities behave just like some naked metacurrencies (far as that goes three of the four pools in Eclipse Phase)...
  3. Thomas Shey

    Today I learned +

    That's why the term "apologist" is not usually used in a positive way.
  4. Thomas Shey

    What is "railroading" to you (as a player)?

    Let me try to clarify. You have a lockpicker who tries to pick a lock. Is it obvious up-front that its difficult? In many cases probably not (mechanical locks actually try to make that hard to assess as a consequence of making it hard in the first place). So how does the lockpicker determine...
  5. Thomas Shey

    What is "railroading" to you (as a player)?

    No, I was assuming the lockpick attempt just conveyed how difficult it was; I'm not assuming the "difficulty" changed by what they rolled.
  6. Thomas Shey

    What is "railroading" to you (as a player)?

    Well, honestly, with trivial and regular skills without intense time pressure, its bound to be.
  7. Thomas Shey

    What is "railroading" to you (as a player)?

    It makes more sense with some skills than others. I tend to find it follows better with perception-type skills than most others.
  8. Thomas Shey

    What is "railroading" to you (as a player)?

    Well, at least as far as single approach/skill use, it could well be that the lockpicker after he's tried goes, essentially "This is a stupid complex lock. I might be able to get it over time but I'd be here for hours and we don't have that. Kick the thing down." You could get the social...
  9. Thomas Shey

    What is "railroading" to you (as a player)?

    Oddly enough, even the Hero System does this, though not quite in that flat a way; most tasks get a bonus for taking more time, and as long as you increase your chance, you can keep trying. The bonuses don't rack up linearly with time, so if you're not very capable or the lock is really hard it...
  10. Thomas Shey

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

    With a flashback mechanism, that's always going to be an issue with people who are bothered by that sort of thing. Given where that's usually used, I tend to think of it in that context as an allergy to a genre convention, and I can only develop so much sympathy there.
  11. Thomas Shey

    Storypath Ultra and Curseborne

    Oh, they're both straightforward. 1. Momentum as a group resource. I've just never seen a group I played with where that wouldn't cause undesirable group stressors. 2. Some of the more rigid ability to use "approaches". I don't actually buy into the general system's idea that you can...
  12. Thomas Shey

    Storypath Ultra and Curseborne

    I'm in the weird position that I find Storypath interesting, but have a couple parts of it I just don't entirely buy into. Mind, both can be "repaired" but they aren't tiny parts of the system. Curseborn is very interesting, but part of its basic premise and how that's mechaniced (the way the...
  13. Thomas Shey

    What is "railroading" to you (as a player)?

    Well, notice my feelings on the second part are less strong than the first. Like I said, it just makes my brain itch in a bad way, but its not a hill I'd die on the way I would for the first. In practice I've seen it damn near treated that way in some interpretations of some game systems.
  14. Thomas Shey

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

    Arguably from the sound of it, it just reverses the cause-and-effect process, but that sounds like it still has largely the same result.
  15. Thomas Shey

    Let's Talk About Core Game Mechanics

    Sure, but that's not what I suggested. I suggested that a big part of the reason for that is we're dealing with things we simply can't handle deterministically (again, barring just ignoring a whole lot, some of which on some level most people don't want to). I mean you can get into an argument...
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