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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7574481" data-attributes="member: 6688277"><p>Busy skimming the book. I like it, the system seems tight. It is an easy read, very direct, and everything is well-laid out. The artwork reminiscent of early days roleplaying games. Love some of the ideas. </p><p></p><p>The weapon list seems to have more properties/qualities than the 5e counterpart which is great and places more weight when choosing one's weapon in a particular conflict. Definitely one of the areas I think 5e could have expanded on. </p><p></p><p>Selecting a conflict captain is interesting - kind of like a player referee/administrator of sorts. </p><p></p><p>There are a number of tables, although they are quick and easy to understand, but still intimidating to a newbie as you might feel overwhelmed. </p><p></p><p>The below caught my eye and thought it was funny to include it. Perhaps they deal with things like this in the town law's section.</p><p></p><p></p><p></p><p>I noticed there are quite a few add-ons for Torchbearer - new classes and setting specific rules and the like (including being aboard a sea vessel).</p><p></p><p>EDIT: I wouldn't hack the game's magic/spells or change 5e, that is more work than I'm prepared to do. There was a time in my teens and 20's where that were possible, not now though. I'd rather play the game as is to experience the magic. </p><p></p><p>They do recommend one gets the player and GM cards.</p><p></p><p>Your equipment resources are more important and better tested in this system than 5e due to a number of factors but predominantly because the system demands it and not because of homebrew rules and DM fiat. I definitely recommend this for hardcore, low-magic campaign POL settings. </p><p>I read somewhere becoming an adventurer was your first mistake. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>Gaining rewards is interesting: Fight for your Belief, accomplish your Goal, help out with your Instinct.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7574481, member: 6688277"] Busy skimming the book. I like it, the system seems tight. It is an easy read, very direct, and everything is well-laid out. The artwork reminiscent of early days roleplaying games. Love some of the ideas. The weapon list seems to have more properties/qualities than the 5e counterpart which is great and places more weight when choosing one's weapon in a particular conflict. Definitely one of the areas I think 5e could have expanded on. Selecting a conflict captain is interesting - kind of like a player referee/administrator of sorts. There are a number of tables, although they are quick and easy to understand, but still intimidating to a newbie as you might feel overwhelmed. The below caught my eye and thought it was funny to include it. Perhaps they deal with things like this in the town law's section. I noticed there are quite a few add-ons for Torchbearer - new classes and setting specific rules and the like (including being aboard a sea vessel). EDIT: I wouldn't hack the game's magic/spells or change 5e, that is more work than I'm prepared to do. There was a time in my teens and 20's where that were possible, not now though. I'd rather play the game as is to experience the magic. They do recommend one gets the player and GM cards. Your equipment resources are more important and better tested in this system than 5e due to a number of factors but predominantly because the system demands it and not because of homebrew rules and DM fiat. I definitely recommend this for hardcore, low-magic campaign POL settings. I read somewhere becoming an adventurer was your first mistake. :lol: Gaining rewards is interesting: Fight for your Belief, accomplish your Goal, help out with your Instinct. [/QUOTE]
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