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  1. kenada

    Suggestions for a "what are RPGs"/"how to play RPGs" resources

    This 10000%. Iteration is very useful for creating non-trivial things. Playing my game for our regular campaign has been incredibly useful for trying out ideas and then quickly discarding them when they suck (even though they sounded on paper theoretically quite nice). I’ll also leave this link...
  2. kenada

    Suggestions for a "what are RPGs"/"how to play RPGs" resources

    Does D-Day wax poetic about what board games? That’s the issue. The Pathfinder 2e Core Rulebook spends three pages on it and what Pathfinder is. In comparison, Middara jumps straight into telling you how to set up and play the game. If you’re doing adventure mode, it tells you what that is when...
  3. kenada

    Suggestions for a "what are RPGs"/"how to play RPGs" resources

    I’m not actually planning to do this in my game. I plan to explain how to play it, and that should be sufficient. If not, then I shall clarify until it is.
  4. kenada

    Roleplaying Games Are Improv Games

    Even a “kind of but not really” is helpful. On the other hand, if I said gringas are like big tacos, that should make sense. Same if I’ve had pork pot pie, and you described a chicken pot pie as similar but with chicken instead. This seems like a reference to other games that actually works...
  5. kenada

    Roleplaying Games Are Improv Games

    What I’m trying to do is assess whether either of these structures are similar to kickers — another structure I know. Going back to your OP, I would liken them to story spines in that they provide the structure but don’t lay down specific elements beyond establishing the premise. You’ve been...
  6. kenada

    Roleplaying Games Are Improv Games

    I’ve trimmed your response down to these two paragraphs because they get to the heart of why I don’t think Events are analogous to kickers. If there’s something a player wants to explore, your Events system would have them add more detail while a good kicker should invite exploration. If a...
  7. kenada

    Roleplaying Games Are Improv Games

    The point of the example was to probe how well Events could function as kickers. Assume for the sake of working through it that it’s on-tone, appropriate for the campaign, etc. In this case, the goal was to find out something about my character. How did I end up in this strange situation? Why...
  8. kenada

    Roleplaying Games Are Improv Games

    Wouldn’t saying it’s a prank potentially be a form of blocking? The event was something from which I needed to run (hence the pounding at the door and the bad situation). The prank removes that urgency and turns it into a joke.
  9. kenada

    Roleplaying Games Are Improv Games

    I like to look at RP and G as things that belong together. There is a type of game where these are modal: you’re either role-playing, or you’re engaging with mechanics; but I think RPGing is better when they work together. That’s something that has driven the design of the conflict resolution...
  10. kenada

    Roleplaying Games Are Improv Games

    That’s fair, but I’m having trouble reconciling this with your later take on FKR. You seem to conclude that you need more structure than just relying on you and your group’s experience with and knowledge of the game’s subject. Is what you seek a middle ground between a game that is laser-focused...
  11. kenada

    Roleplaying Games Are Improv Games

    Sorry, I meant to say “affirming the consequent”. It doesn’t follow that games are a storytelling medium just because stories can be produced by games. A trivial counterexample is playing a game to establish who advances in a tournament. It may be possible to turn certain moments into a story...
  12. kenada

    Roleplaying Games Are Improv Games

    The stuff on games as story generators reminds me of the Story Machines series of videos. I think the idea of games as story generators is a good idea. Given a set of systems, the resulting play can generate a series of events that can be turned into a story. However, I balk at describing...
  13. kenada

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

    Thanks for the clarification about how your Events are structured. One question that comes to mind is how they interact with immersion. I’m not really a deep immersion kind of player—immersion for me is about making decisions as and doing what my character would do; but I know some people are...
  14. kenada

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

    The issue I have with this is I don’t really care about the narrative aspect of RPGs. There was a thread a while ago that asked you to rank game, character, and story; and my ranking was something like “game > character >>>>>> story”. My game is structured around the PCs’ pursuing and...
  15. kenada

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

    My primary concern is blocking in the context of tabletop RPGs, so I’m not sure I’m getting much out of the comparisons to various forms of improv. Would it be fair to say that blocking constitutes play that causes the forward momentum of the scene to stop? That could be a DM’s abusing the...
  16. kenada

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

    Based on the subsequent discussion, I think I have a better understanding of what you mean. Thanks. As an aside, I don’t have a negative perception of “railroading”. I prefer to assess games for what they offer and decide based on whether that sounds fun. Sometimes that would in fact (and has...
  17. kenada

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

    Given our past interactions on “improv game”, I’m not sure how fruitful this conversation will be, so if it’s not going to be, let’s let it drop, but I’m having trouble following you on blocking. It seems to me that blocking is necessary to create gameplay. Without it, the GM always ends up...
  18. kenada

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

    I haven’t read the whole thread, so I’m not familiar with all the pushback. My point is if the game is about X (insert jargon for X here), but it provides Y and Z that don’t really (or always) go with X, then it seems a little weird. I’m looking at it from a “how is this put together...
  19. kenada

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

    I haven’t read the thread because I don’t have much time for ENW lately (due open source contribution stuff, new baby, etc). I had a conversation with my brother recently about the difference between D&D 5e and Blades in the Dark. He’s never played a tabletop RPG before but was interested due to...
  20. kenada

    Paizo Paizo Updates Pathfinder/Starfinder Licenses

    That’s what I’m not sure about. I interpreted “full rights” to mean also having the right to disallow others from making derivative works outside the store, which you don’t have over the original CC-BY content. The DM’s Guild licensing information page also implies you can’t use it there.
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