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  1. Z

    Crows Officially Announced by MCDM

    Both donkeys and mules are excellent at crossing rough terrain. THere's a reason we did logistics trains with the latter especially! Sure, they're not defying physics the way a goat can but anywhere you'd get a heavy treasure load you could get ponys/mules. Plus ya know, mules have a great...
  2. Z

    Crows Officially Announced by MCDM

    actually, mules/donkeys were not uncommon in mines!
  3. Z

    How Complex Do You Prefer Your TTRPG Systems In General

    Im running two DH games online, works great! The Hope/Fear helping run the spotlight means its even smoother then most narrative games that I also run online.
  4. Z

    How Complex Do You Prefer Your TTRPG Systems In General

    This is where I'm at. Cut waaayyy back on how much you enumerate in the combat subsystem, emphasize handling it via fiction and simple modifiers. Roll your stat for most things. Focus on the around-the-table energy, and have systems that support that.
  5. Z

    Crows Officially Announced by MCDM

    Well, a real-life timer.
  6. Z

    Draw Steel General Thread [+]

    Those are all built into various classes as core fictional permissions. A 2nd level Censor can have: A 3rd level Void Elementalist has: Identifying magic items isn't really a thing, creation is handled via the unified crafting rules.
  7. Z

    Draw Steel General Thread [+]

    You can generally use any in-combat power out of combat if it solves an issue, with resources available equal to victories, and a limitation like once per Respite or something?
  8. Z

    Crows Officially Announced by MCDM

    Ok my bad, I should've said "classic dungeon crawling in the OSR sense" since you know, he's referencing teh OSR scene a lot in that blog. And generally that's the vibe they preach: extraction of loot to gain xp over fighting, working to use smarts over character abilities (potentially...
  9. Z

    Crows Officially Announced by MCDM

    I mean, isn't this the entirety of classic dungeon crawling?
  10. Z

    Crows Officially Announced by MCDM

    I think they're going to wind up with "survival horror" as the like wrapping or vibe for creatures / world, but what you said WRT classic "extraction looter" mechanics.
  11. Z

    Crows Officially Announced by MCDM

    Sounds like Backpack -= Wounds, but I'm assuming levels = some other stuff like Stamina and such? Inherent modifiers, skills, etc. Struck me as "what if we took Trophy but made it actually crunchy" quite a bit reading through the Patreon post. The backpack usage die seems interesting though!
  12. Z

    Generative resolution

    Mausritter? :D (I haven't the slightest idea what that game's actual play loop is) Some day I'll return to my Mouse Guard / Redwall / Stonetop mashup Forged in the Dark game and get it playable...
  13. Z

    Generative resolution

    I think this is because of its mission based structure? You embark on the patrol/mission with a Goal, and the GM puts obstacles in front of you on their turn. It reminds me of the structure of a Score. So things are either "not related to an obstacle and just proceed" or "an obstacle is in front...
  14. Z

    Generative resolution

    Oh ok, I figured since TB was based off it there was commonality! I'm assuming packed into "say yes or roll the dice" is an inclusion of also "but if the fictional position would make it impossible say no?" Edit: having read all the TB2 posts above I'm once again confused at how any of this...
  15. Z

    Generative resolution

    So I just have Mouse Guard, but here's how I'm understanding it frames risk: "Place obstacles before the Mice that will stop them from achieving their Goals, while setting up situations where they must pick between a course of action and what their Beliefs and Instincts demand." And then it...
  16. Z

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

    How I feel looking at anything Luke Crane had a hand in.
  17. Z

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

    I'm not sure what you mean here re: "attentive to consequences and currency." The way I've worked around this is to have strong player-goals that we're driving play towards. Then when I frame a situation out, the players can make action statements that push the scene towards what they're...
  18. Z

    Generative resolution

    Is this just my general ignorance of BW's ideosyncracies here? I pulled out my copy of Mouse Guard, if we're talking about Obstacles/Tests, it looks like the procedure is for the GM to tell you there's an obstacle & what it is? And then the players decide how they overcome it, and roll? And then...
  19. Z

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

    I mean, when I've brought in consequences like that it followed from: the factions in play and their assets the playbooks/interests ("flags") of the players what we established via Gather Info what's already been established in the game my sketched prep of what I think might be interesting...
  20. Z

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

    Well part of it is that Blades doesnt do adventures, yeah? If you walk D&D back to the scope of a Blades score you probably don't need much prep! A handful of obstacles, maybe some potential Dangers. Daggerheart is basically D&D that asks "what if we abstracted back a lot of the assumptions we...
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