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  2. loverdrive

    Why do RPGs have rules?

    As an aside on "who gets to say", I think narrative authority can be a pretty decent reward. For beating a mini-game. For giving an interesting hook. For something. We hand out XP and gold and loot for smart decisions, for good roleplaying, for mesmerising voices, whatever. Why not give out...
  3. loverdrive

    Why do RPGs have rules?

    I'm not denying your experience, but I'm not sure if it's representative of the way AW is supposed to be played. Player moves are not a "list of delineated actions", they are rules for specific situations, not too dissimilar from, say, rules on fall damage in D&D. Yeah, when you are just...
  4. loverdrive

    Why do RPGs have rules?

    I'm not sure what you mean by "casual", but I assume it's, uhm, not overly serious? Because that can certainly be arranged! Horror Movie World, for example, is a game about campy slasher B-movies. It's goofy, and more or less devoid of exploration of characters' inner world -- the main appeal...
  5. loverdrive

    Why do RPGs have rules?

    What about 15 extra goblins? Or an extra trap The difference between those and 50 extra liches is non-existent. You got hanged up on specifics and failed to grasp the point: it's impossible to distinguish pre-planned things and things invented on the spot. No Myth rejects the need for this...
  6. loverdrive

    Why do RPGs have rules?

    The constraints on the GM in a narrative game are pretty much the same as on a player in any other RPG. Is a player a servant of GM's desires in trad play?
  7. loverdrive

    Why do RPGs have rules?

    Because "bad faith DMing" (which, I assume, is anything than you don't like?) is impossible to distinguish from "good faith DMing". Violation of No Myth, on the other hand, is immediately apparent to everyone at the table.
  8. loverdrive

    Why do RPGs have rules?

    Eh? I think you are overcomplicating things. What is said next is influenced by the unknown inner state of the person saying it (I assume, you mean "people aren't telepaths"), yeah. I'm not sure what it has to do with anything. To use Apocalypse World as a concrete example: there are rules on...
  9. loverdrive

    Why do RPGs have rules?

    ...yes? That's the entire point of No Myth: only things that are known to players can be used as a basis for application of mechanics. No Myth isn't particularly deep: it just rejects the notion that things that GM knows (what she prepped, what is written in the module, what she made up right...
  10. loverdrive

    Why do RPGs have rules?

    How? The only binding things are things that are established in the game (aka known to players). The only way it can become yes-myth is if the players get replaced, and GM forgets that they can't know things that happened before they joined, and refuses to elaborate and explain.
  11. loverdrive

    Why do RPGs have rules?

    WWN could not possibly be the original campaign, as it came six years latter than BitD. My bet is that it was World of Dungeons (which is what I recall being mentioned, but can't find sources now).
  12. loverdrive

    Why do RPGs have rules?

    It happened a thousand years ago, pretty much all the culture of Doskvol and the rest of Shattered Isles developed in a post-cataclysm world. Like, idk, a game about criminals in real world Saint Petersburg probably should consider the consequences of the fall of Soviet Union, but, say, Siege...
  13. loverdrive

    Why do RPGs have rules?

    No, because what is not known to the players cannot influence the resolution. You can leave the No-Myth land but stay close, though, like in Blades in the Dark it's possible to say: — Risky position, limited effect — Why limited? — Unknown factors. But in Blades, player can do a whole bunch of...
  14. loverdrive

    Why do RPGs have rules?

    Just throwing it here, because I thought of an illustrative example and why not.
  15. loverdrive

    Why do RPGs have rules?

    I intended to go paragraph-by-paragraph through your post and then completely forgot. Subverting expectations and turning the game from political intrigues into a dungeon-crawl would not violate No Myth play. Drugging PCs is trickier, and, uhm... Depends. In Dungeon World, if someone tries to...
  16. loverdrive

    Why do RPGs have rules?

    Because the players know what is established? I'm not sure if I understand the question. It needs no enforcement, because it's impossible to subvert anything without player knowledge. No Myth play rejects the idea that GM can write "door to storage area is booby-trapped" in her notebook and...
  17. loverdrive

    Why do RPGs have rules?

    Simple: they don't. The answer to the question "is this thing happening because GM came up with it right here, or did they envision a cool scene and want to bring it forth?" is "who cares?". Let's say you are running Dungeon World. You recently replayed Sekiro and were reminded of how cool the...
  18. loverdrive

    What Licensed RPG Do You Wish Existed But Doesn't?

    Hands down, Team Fortress 2.
  19. loverdrive

    What Licensed RPG Do You Wish Existed But Doesn't?

    There's Light, which as far as I know is Destiny with serial numbers filled off
  20. loverdrive

    Which of these is the optimal distance of measurement for your TTRPG enjoyment?

    Close/Near/Far, or zones, or, at least, abstract squares.
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