I think it’s a bit of a loaded way to phrase things. It’s not that all these steps are done by the same person. In Daggerheart, the player rolls 2d12 + mods then reports that to the referee. The referee determines if it hits or misses then reports that to the player. The player rolls damage and...
You could probably do about the same with three Fate dice. Two of one color and one of another. The solo Fate die is yes, maybe, no. The other two are and, [blank], but. Get two +s or -s and that’s double ands or buts.
Absolutely. But they didn't know what the license would be so no idea if they would or should sink development time into it. Plus all the time and money for the art.
The CR US shop has boxless copies available. Just the book and loose cards in a bag.
https://shop.critrole.com/products/boxless-daggerheart-standard-bundle
Let’s no gloss over the Kickstarter lead-in time. Kelsey was up front about the license and it’s in plain English. No real need for a lawyer. CR was not up front about the license, only revealed it after the launch, I believe, and it’s in legalese. So you definitely should talk to a lawyer...
Same with the writing, but not the musicals. Gah. No thanks. Different strokes and all that.
Yes, they are different mediums but there are clear areas of overlap to each of them. If RPGs are collaborative storytelling games, then it just makes sense to look at other collaborative endeavors...
Not to me. Systems are interesting in how the mechanics interact with each other. I can present challenges that can be honestly engaged with using any system, even an utterly minimal one. All you need to a basic level of consistency.
We're defining game differently. To you the game is the...
Yeah. That does seem to be the trend.
Same. As I said above, I had a lot of that in my head already but a lot of things clicked when I encounter improv and PbtA.
Well, it's true. Video game devs have been seeing it and talking about it and analyzing it for years. They've advanced to the point...
Eh. If given the chance gamers will optimize the fun out of the game. The fun part is generally the challenge and risk of losing. Playing better and playing to win necessitate minimizing risks generally and the possibility of losing specifically. So with that in mind, the "best gamer" would be...
Exactly. If you have the ability to simply declare yourself the winner, winning and losing are irrelevant. So if you can simply declare your own goals and decide when you've achieved them and that's how you define winning and losing...
It's not the success ladder that's the draw for me. It's...
To me, the only thing you need is the task-resolution mechanic because collaborative storytelling is duller than dirt. You need something to break the deadlocks and inject chaos into the game. Given their druthers, most gamers would simply narrate themselves winning all the time with zero...
So how do you prevent yourself from just going beast mode and winning as the referee? How do you maintain that neutral arbiter that's required for these games to work?
Yeah, that's almost completely alien to me. RPGs aren't sports or competitions, so there's zero need for scoring or winning...