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Aliens RPG Post Mortem
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<blockquote data-quote="Justice and Rule" data-source="post: 8423866" data-attributes="member: 6778210"><p>I don't play BitD, so I have no idea what you are talking about and it's why I initially said</p><p></p><p></p><p></p><p>because you repeating this does <em>nothing</em> for me.</p><p></p><p>But I <em>do</em> get it now: the idea that the swing between the dice is so wide that you feel that it can't be represented without massaging the narrative after the fact. To which I say</p><p></p><p><img src="https://c.tenor.com/Ql6e4uU6FZcAAAAC/maybe-heavy.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 392px" /></p><p></p><p>To me, the need to massage such extreme results is not really a big deal because it's not going to be particularly common. I mean, you're going to lose your roll 2/3rds of the time to a bad panic roll in that scenario. And if you pull through with fantastic results... you're Hudson at the end of <em>Aliens, </em>sucking it up in the moment to come through despite sweating buckets and looking on the edge of crying moments before.</p><p></p><p></p><p></p><p>I mean, you did:</p><p></p><p></p><p></p><p>That argument is not about cinematic play, but campaign usage. Unless you are talking about an adventure with a lot of dramatic airlock repair...</p><p></p><p></p><p></p><p>And I don't necessarily think it disproves your greater thesis, either: obviously the feedback loop is meant to be a possibility of cinematic play. But given the constraints they describe for more mundane stuff and how you get rid of stress, I don't see that as a problem for campaign play.</p><p></p><p>There are a lot of rolls in that scenario. It's kind of a fast-play one, where you're meant to basically toss the players in and they start doing things <em>really quickly, </em>partially because of the narrative and partially because of they want you to learn the system through doing. I intend to run it this weekend with one of my groups, so we'll see how it goes.</p><p></p><p></p><p></p><p>I know what dying on a hill means, I just don't understand why you think my intention is to do that sort of thing. Your whole attitude comes off as unnecessarily combative.</p><p></p><p>As to dramatic play, I think other issues discussed regarding the breadth of skills rings feels more pertinent. With stress, I feel like the opposite would be true in dramatic play: it wouldn't come up all that much unless you are doing a "crisis of the week" style game. </p><p></p><p>Rather, you'd almost get a narrative game with some skill checks along the way and maybe a smattering of stress dice and an occasional low-end panic test. And while I get the appeal of that, without some big talent and mechanic expansions I'm not sure that's for me.</p><p></p><p></p><p></p><p>Yeah, I understand that now and I think that it doesn't really need you to, that in those extreme edge cases pulling through doesn't need a justification beyond someone having their narrative moment where they succeed despite being on the very edge of collapse.</p><p></p><p>At any rate, I'm running it this weekend, so I'll see if my players have a similar reaction to you.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8423866, member: 6778210"] I don't play BitD, so I have no idea what you are talking about and it's why I initially said because you repeating this does [I]nothing[/I] for me. But I [I]do[/I] get it now: the idea that the swing between the dice is so wide that you feel that it can't be represented without massaging the narrative after the fact. To which I say [IMG width="392px"]https://c.tenor.com/Ql6e4uU6FZcAAAAC/maybe-heavy.gif[/IMG] To me, the need to massage such extreme results is not really a big deal because it's not going to be particularly common. I mean, you're going to lose your roll 2/3rds of the time to a bad panic roll in that scenario. And if you pull through with fantastic results... you're Hudson at the end of [I]Aliens, [/I]sucking it up in the moment to come through despite sweating buckets and looking on the edge of crying moments before. I mean, you did: That argument is not about cinematic play, but campaign usage. Unless you are talking about an adventure with a lot of dramatic airlock repair... And I don't necessarily think it disproves your greater thesis, either: obviously the feedback loop is meant to be a possibility of cinematic play. But given the constraints they describe for more mundane stuff and how you get rid of stress, I don't see that as a problem for campaign play. There are a lot of rolls in that scenario. It's kind of a fast-play one, where you're meant to basically toss the players in and they start doing things [I]really quickly, [/I]partially because of the narrative and partially because of they want you to learn the system through doing. I intend to run it this weekend with one of my groups, so we'll see how it goes. I know what dying on a hill means, I just don't understand why you think my intention is to do that sort of thing. Your whole attitude comes off as unnecessarily combative. As to dramatic play, I think other issues discussed regarding the breadth of skills rings feels more pertinent. With stress, I feel like the opposite would be true in dramatic play: it wouldn't come up all that much unless you are doing a "crisis of the week" style game. Rather, you'd almost get a narrative game with some skill checks along the way and maybe a smattering of stress dice and an occasional low-end panic test. And while I get the appeal of that, without some big talent and mechanic expansions I'm not sure that's for me. Yeah, I understand that now and I think that it doesn't really need you to, that in those extreme edge cases pulling through doesn't need a justification beyond someone having their narrative moment where they succeed despite being on the very edge of collapse. At any rate, I'm running it this weekend, so I'll see if my players have a similar reaction to you. [/QUOTE]
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