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  1. innerdude

    Savage Worlds with no combat?

    It plays more or less the same, only characters are busting out some seriously powerful (and fun) edges and tricks, and your enemy selection has to get much more deliberate and careful not to unbalance the parry + toughness thresholds so that combat doesn't bog down (unless you use the Strain...
  2. innerdude

    House rules to eliminate "dead rounds" + Shaken from Savage Worlds (and ... it kind of ends up like hit points)

    So why is Innerdude even sharing this? I've stated several times on this board that I played and GM'd Savage Worlds for a long time (8+ years) as my primary, go to system. But I ultimately came to the conclusion that I simply didn't like the way high parry + high toughness battles played out...
  3. innerdude

    Dismantling the Game Master

    Ironsworn: Starforged 's co-op mode (all players have co-equal GM authority) is literally some of the most fun I've ever had in tabletop roleplaying. Ever. It was absolutely incredible. It's not the same experience as D&D, though, mostly through emphasis on things other than combat (though its...
  4. innerdude

    How Serious Do You Like Your Gaming?

    I've sort of decided that for my group I can expect a level of seriousness that about approaches an episode of Star Wars: Rebels. It's light and fast and "breezy", but the characters are well realized and have real motivations. If I can manage that, all good. Anything more serious than that...
  5. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    So coming back to this after a brief hiatus --- I brought up Emberashh's prior claims because I wanted to evaluate them in light of a Vulture article I've shared here several times now, where the author looks at the video game and TV series The Last of Us with an eye to probing the tension...
  6. innerdude

    Describe your last rpg session in 5 words

    Savage Worlds, shaken rules excised
  7. innerdude

    Planning a 3-Night RPG (and hiking) getaway (recommendations needed!)

    Tiny D6 is perfect for this sort of thing, if your players are willing to let you as GM do a lot of the heavy lifting of worldbuilding and "Rulings and not rules" style of play. I think I like Tiny Frontiers (sci-fi) a little bit better than Tiny Dungeons (fantasy), but anything in the series...
  8. innerdude

    Canada Worldbuilding

    My Ironsworn campaign a few years ago was a near-literal transliteration of the Vinland Saga. My map of the "Ironlands" was a section of the Labrador coast that I traced in Affinity Designer and established landmarks for. The main landmark I called the Bay of Redwater, which was the site of...
  9. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    So coming back to this thread after not having had time to fully engage (work stress will do that to you). First thing, I know Emberashh has stated repeatedly that he doesn't believe that PbtA as a whole presents a viable gameplay loop for what it actually says on the box (create...
  10. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    This is absolutely an appropriate thing to bring up, and Star Wars has a definite bias to this kind of action---saddle up, gear up, and go in. Maybe make a recon of the area, a quick report back, but really, you know where your enemy is, you know the basic situation, either get in and do the job...
  11. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    So a couple of things that I wanted to capture/summarize that's been discussed so far-- To discuss narrative-style play in "natural terms", it seems to lead to a discussion of character. I think that's because talking about character is a natural pivot point to looking at how fiction is...
  12. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Thanks for bringing this up. I hope the player didn't feel I was treating him contemptibly. Something I need to be careful of. In terms of attitude toward the "gamist treadmill" style of play, I don't know that I would say my attitude toward it goes so far as outright contempt. Up to a certain...
  13. innerdude

    NeoTrad/OC Play, & the treatment of friendly NPCs (++)

    So I'm in an interesting . . . boat, so to speak, regarding neotrad/OC play, in that I can fully see and recognize it definitionally, and have seen it in play several times (one particular player comes to mind). (I just re-read the original 6 Cultures of Play essay just to remind myself). My...
  14. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    I appreciate you trying to point out the things you see in EotE. It's possible there is more "traditional" game living in the weeds in EotE than perhaps I expected. And that does perhaps change some of the color of my interaction with the player in question. But a couple of points --- First...
  15. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    I'm not running this like it's Dungeon World or Ironsworn. I'm using a published module, for heaven's sake, which I haven't done in 15 years since I ran the first Runelords packet for Pathfinder 1. It's clear you don't see the FFG system in the same light I do. All good.
  16. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Well . . . perhaps. But perhaps not. Thing of it is, I gave them the choice when we started which version of Star Wars to run --- Classic D6 (2e Revised), D20 Saga Edition, Edge of the Empire, or house-ruled Savage Worlds. Two of the five players wanted EotE, hands down, because they like that...
  17. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Hmmm, not so much trying to "redesign" the character, so much as help the player find better alignment with the goals of the campaign. The player has struggled at times with what I perceive to be remnants of "trad" gameplay sensibilities that run counter to the "platonic ideal" of how FFG Star...
  18. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    Thanks for the suggestion, I'll take a look! This is a good question. It wasn't so much the desire to improve gear, accrue funds, etc. that was problematic. It was definitely more the manner and attitude towards it. I, in most cases as a GM, am more than willing to let characters spend money...
  19. innerdude

    Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms

    So I had an interesting conversation with one of my players immediately following last week's gaming session. We're currently in the heart of an FFG Star Wars / Genesys system campaign using Edge of the Empire. The player in question has a long, long history of RPG play but almost exclusively...
  20. innerdude

    Payn's Ponderings; System mastery and the concept of fair fight.

    Well, in a discussion about balancing encounters, creating "fair" fights, and the role of players and GM in meeting expectations around those subjects, it makes sense to investigate what, exactly, is demanded of the players. My experience with GURPS overwhelmingly points to the fact that...
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