Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8153645" data-attributes="member: 6696971"><p>I have a giant post worked up that will go over all the various factors that someone would use to evaluate how "Force-receptive" or "Force-enabling" or "Force-sensitive" a game might be. But, given what I've read of all of the exchanges since I saw this, I'm not going to post it yet. I don't feel like anything constructive will come from me just posting that. I may post it downstream, but I need you (and anyone else who disagree that this game, and those like it, are extremely adverse to Force) to demonstrate that you have a grasp of this first. The mis-parsing of information, the siloing of information (rather than integrating it holistically within all the other machinery), and a (really embarrassing to be honest) pronouncements like "I feel vindicated" (when absolutely nothing has been demonstrated) are unbelievably well-poisoning (and I've worked really hard to assume sincerity and good-faith engagement). They don't look like someone trying to understand so I need a demonstration of understanding (which is why I framed the question that compelled this response the way I did).</p><p></p><p>So, with that in mind...</p><p></p><p>If the following is true for the basic action resolution procedures, (a) what are the vectors for Force that you would use as a GM and (b) demonstrate to me how the players wouldn't (c) detect it and foil it:</p><p></p><p>1) The default arrangement of Action Rolls against/within obstacles, conflicts, and drama in play are premised upon the Risky Position and Standard Effect relationship; "You're acting under duress and taking a chance: You get what you sought." This is the standard disposition of a Scoundrel's life in Blades.</p><p></p><p>2) What is the arrangement of the player to all of this:</p><p></p><p><strong>PLAYERS </strong>- Turtling is bad. Everything is risk and danger. Embrace that and jump headlong into it. Don't talk yourself out of fun and you have tons of means at your disposal to defy Consequences and Harm (negotiating Position and Effect and/or trading one for the other, Devil's Bargain, Push Yourself, get or give Assistance, lead or follow a Group Action, get or give Protect(ion), Set Up someone for success or vice versa, Flashbacks, spend Coin or Rep, sacrifice Gear, Resistance Rolls, use Armor, you get to pick the Action Roll). Build your character through play, act now-plan later, accept deadly harm, show off your character's bad decisions, accept the responsibility as co-author of the ongoing fiction for the reckless life you've all chosen (by playing the game at all). It a long shot, but if you scrap and scramble hard enough, you may throw off the yoke of oppression and climb the corrupt and brutal city's hierarchy.</p><p></p><p><strong>GM </strong>- No one is in charge of the story. You're just having a conversation and following the rules. That will lead to one. Bring the deadly, corrupt, and haunted city to life. Present it honestly, be a fan of the characters (not a friend and not an enemy...the deck is already stacked against them), be curious and play to find out what happens, and follow the rules. Ask questions and use the answers. Think about the dangers inherent in what the scoundrels do. Risky is default. If success is snowballing, consider Controlled. If things are escalating out of control, its probably Desperate. Call the positions as you see them, but be open to revision. Always feel free to rewind/revise/reconsider as needed until everyone is on the same page. When assessing Effect, Standard is the default and then Assess Factors (Potency, Scale, Quality/Tier) to move up or down to Great or Limited. Follow the fiction, follow your principles, follow their lead, follow through with your set up moves, and follow the rules (Position: Effect relationship and any mitigating move a player makes when determining any Consequence when a PC suffers an effect from an enemy/obstacle).</p><p></p><p>3) <strong>EVERYTHING </strong>is player-facing. <strong>EVERYTHING</strong>. All procedures. All action resolution rolls. All of the conversation, the clarification, the negotiation, the resource deployment to reorient the danger/risk: reward relationship (which typically involves the players accepting some new risk on a different axis which could be diminishing their stores of resources which could cost them downstream or introducing new potential dangers/enemies/allies) before dice are rolled and after dice are rolled and fallout is tallied up. All of it is player-facing.</p><p></p><p>[HR][/HR]</p><p></p><p>So, given that arrangement (and I'll reiterate my question here):</p><p></p><p>(a) What are the vectors for Force that you would use as a GM and (b) demonstrate to me how the players wouldn't (c) detect it and foil it?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8153645, member: 6696971"] I have a giant post worked up that will go over all the various factors that someone would use to evaluate how "Force-receptive" or "Force-enabling" or "Force-sensitive" a game might be. But, given what I've read of all of the exchanges since I saw this, I'm not going to post it yet. I don't feel like anything constructive will come from me just posting that. I may post it downstream, but I need you (and anyone else who disagree that this game, and those like it, are extremely adverse to Force) to demonstrate that you have a grasp of this first. The mis-parsing of information, the siloing of information (rather than integrating it holistically within all the other machinery), and a (really embarrassing to be honest) pronouncements like "I feel vindicated" (when absolutely nothing has been demonstrated) are unbelievably well-poisoning (and I've worked really hard to assume sincerity and good-faith engagement). They don't look like someone trying to understand so I need a demonstration of understanding (which is why I framed the question that compelled this response the way I did). So, with that in mind... If the following is true for the basic action resolution procedures, (a) what are the vectors for Force that you would use as a GM and (b) demonstrate to me how the players wouldn't (c) detect it and foil it: 1) The default arrangement of Action Rolls against/within obstacles, conflicts, and drama in play are premised upon the Risky Position and Standard Effect relationship; "You're acting under duress and taking a chance: You get what you sought." This is the standard disposition of a Scoundrel's life in Blades. 2) What is the arrangement of the player to all of this: [B]PLAYERS [/B]- Turtling is bad. Everything is risk and danger. Embrace that and jump headlong into it. Don't talk yourself out of fun and you have tons of means at your disposal to defy Consequences and Harm (negotiating Position and Effect and/or trading one for the other, Devil's Bargain, Push Yourself, get or give Assistance, lead or follow a Group Action, get or give Protect(ion), Set Up someone for success or vice versa, Flashbacks, spend Coin or Rep, sacrifice Gear, Resistance Rolls, use Armor, you get to pick the Action Roll). Build your character through play, act now-plan later, accept deadly harm, show off your character's bad decisions, accept the responsibility as co-author of the ongoing fiction for the reckless life you've all chosen (by playing the game at all). It a long shot, but if you scrap and scramble hard enough, you may throw off the yoke of oppression and climb the corrupt and brutal city's hierarchy. [B]GM [/B]- No one is in charge of the story. You're just having a conversation and following the rules. That will lead to one. Bring the deadly, corrupt, and haunted city to life. Present it honestly, be a fan of the characters (not a friend and not an enemy...the deck is already stacked against them), be curious and play to find out what happens, and follow the rules. Ask questions and use the answers. Think about the dangers inherent in what the scoundrels do. Risky is default. If success is snowballing, consider Controlled. If things are escalating out of control, its probably Desperate. Call the positions as you see them, but be open to revision. Always feel free to rewind/revise/reconsider as needed until everyone is on the same page. When assessing Effect, Standard is the default and then Assess Factors (Potency, Scale, Quality/Tier) to move up or down to Great or Limited. Follow the fiction, follow your principles, follow their lead, follow through with your set up moves, and follow the rules (Position: Effect relationship and any mitigating move a player makes when determining any Consequence when a PC suffers an effect from an enemy/obstacle). 3) [B]EVERYTHING [/B]is player-facing. [B]EVERYTHING[/B]. All procedures. All action resolution rolls. All of the conversation, the clarification, the negotiation, the resource deployment to reorient the danger/risk: reward relationship (which typically involves the players accepting some new risk on a different axis which could be diminishing their stores of resources which could cost them downstream or introducing new potential dangers/enemies/allies) before dice are rolled and after dice are rolled and fallout is tallied up. All of it is player-facing. [HR][/HR] So, given that arrangement (and I'll reiterate my question here): (a) What are the vectors for Force that you would use as a GM and (b) demonstrate to me how the players wouldn't (c) detect it and foil it? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
Top