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  1. loverdrive

    Advice for new "story now" GMs

    Full disclosure: I hate the term "fiction first", I think it's just stupid. Games cannot be fiction-first, only particular mechanics can (and even that is murky). AW has a plenty of moves that are very explicitly not fiction first: spending Barter at the start of the session, or changing...
  2. loverdrive

    Advice for new "story now" GMs

    In a dungeon, there's a ticking clock of dwindling resources and wandering monsters, but outside of it, what are you left with? Skill checks, that are basically a non-mechanic?
  3. loverdrive

    Advice for new "story now" GMs

    Either that, or barely distinguishable from freeform roleplaying
  4. loverdrive

    Advice for new "story now" GMs

    — Here's advice for running Story Now games — But what if I don't want Story Now? Not gonna fly
  5. loverdrive

    Advice for new "story now" GMs

    Or GM could have Catalia not being unexpectedly invaded ¯⁠\⁠⁠(⁠ツ⁠)⁠⁠/⁠¯
  6. loverdrive

    Advice for new "story now" GMs

    I think players overcoming challenges (which is an important part of trad play, one way or another) is fundamentally incompatible with storytelling. The two just cannot coexist, as enabling one automatically undermines the other. The main thing that allows Story Now to function properly and...
  7. loverdrive

    Advice for new "story now" GMs

    I've experienced things you've described, and I wasn't even alive in the 80s. Or most of the 90s.
  8. loverdrive

    Advice for new "story now" GMs

    ...and what, exactly, of what he said here is wrong?
  9. loverdrive

    Advice for new "story now" GMs

    I kinda think it would be really great if we kept this thread from turning into yet another debate about validity and possibilty of Story Now
  10. loverdrive

    Advice for new "story now" GMs

    And almost any Story Now game system that I can recall is hellbent on making the PCs goal if not unattainable, very damn hard to achieve. What a Blades PC want? To leave the life of crime behind. Never happening, the underworld will suck you back in. What an Apocalypse PC want? To have...
  11. loverdrive

    Advice for new "story now" GMs

    I'd say this observation holds true for most people who are new to TTRPGs. I've pretty much never encountered newbies who didn't grok AW instantly. Have seen stables of "veterans" who can't wrap their heads around it, though. Been one of them, too.
  12. loverdrive

    Advice for new "story now" GMs

    I just profoundly don't understand this angle. Like, TTRPGs aren't huge LARPs for dozens of people. They need like 2-3-4 players. Besides, we live in the 21st century, online play exists. And I don't think anyone is "inherently" a particular kind of player. People are shaped and moulded by...
  13. loverdrive

    Advice for new "story now" GMs

    Regardless of whether other people are onboard with it, it requires an understanding of the game. You can't make a good DooM mod, unless you know what makes DooM tick, and if you start smuggling stuff like regenerating health, ADS, cover peeking and all that into it, you'll end up with a way...
  14. loverdrive

    RPG Evolution: The People Who Don't Game

    I studied as a software engineer and met tons of this type at university. Mine generalization would also include complete lack of actual technical skills despite the inflated ego.
  15. loverdrive

    Beat Em Up flavor in a TTRPG

    I've recently played in a Cortex game that strived to capture the feeling of Honk Kong action cinema (and, I think, Lucha Libre, but that flew right over my head), which I think, is relevant to beat'em ups. Each scene was chock-full of aspects describing the environment and the bulk of the...
  16. loverdrive

    Why do RPGs have rules?

    Eh? PbtA and FitD aren't even remotely similar to Fate? Maybe I'm lost at what you mean by "metagaming" here, but neither Blades in the Dark, nor Apocalypse World don't require any. That's the reason I like them: I can just play the damn game and it works, while in D&D and its ilk I basically...
  17. loverdrive

    Why do RPGs have rules?

    I'm not entirely sure I understand your point here. Yes, a particular person can learn about something included in E from a particular role-playing system that includes it in its S, but this something exists irrespective of the system and could be learned from another source (including, for...
  18. loverdrive

    Why do RPGs have rules?

    Eh, kinda? Like, first, the "standards of quality" are inherently lower, as you by default have higher investment in the process (and the characters, and the Premise), and, second, while guaranteeing that every single story will be great, it is possible to guarantee that the moment it will start...
  19. loverdrive

    Why do RPGs have rules?

    Well, the rules themselves are rarely static too! Sometimes directly like DCC with it's dedicated funnel, sometimes indirectly, like picking a playbook, and then moves, and then advancements in AW. The way I see it, venturing into dangerous territory outside of consensus necessitates...
  20. loverdrive

    Why do RPGs have rules?

    I'm not entirely sure if countability here even applies, as we are not operating with numbers. I'd say the set of all possible transcripts from an RPG campaign is a countable infinity, as, say, representing each as Unicode chars is an injecture function that would map transcripts to natural...
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