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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="N01H3r3" data-source="post: 6685254" data-attributes="member: 6799909"><p>As I've learned from discussions of "associated vs disassociated mechanics", individual perceptions on what counts as "metagaming" vary considerably, and there is no absolute objective definition of 'meta-game'.</p><p></p><p></p><p>"Punishes heroics" is subjective, and bears little resemblance to practical experience. Within the last year, my group have played both D&D5 and Mutant Chronicles... and Mutant Chronicles, 'metagame' elements and all, produced more acts of heroism and daring than D&D5 did.</p><p></p><p>I've looked at options for Threatless 2d20. They're seldom as satisfying, IMO, and I find that discussions of them detract from actual playtesting (we can't get accurate playtest feedback if groups aren't engaging with the rules-as-written, but what you do once the playtest is done is up to you).</p><p></p><p>In this instance, I think the digression might be constructive.</p><p></p><p>Each character receives a small quantity of "Effort", which refreshes relatively swiftly. Each point of Effort spent adds 1d20 to a test, up to a maximum of +3d20, allows a character to perform a Response action, or otherwise allows the use of something that would normally require paying Threat.</p><p></p><p>The issue here is that individual NPCs need to be given their own Effort pools, which adds something extra for the GM to track. The GM also has to track any of the personal resources that NPCs use, such as ammunition, which are normally subsumed into Threat.</p><p></p><p>I'd recommend three Effort per PC, and can't go any higher. Out of combat, at the end of each scene in which the PC doesn't use Effort, they regain one lost Effort. In combat, each round the PC doesn't use Effort, they regain one Effort. This mirrors the rates at which banked Momentum decreases.</p><p></p><p>The end result would be a little more static and restrictive, but it could work. It's unlikely to be in the Conan rulebook, but we've had internal discussions of a basic 'system book' that gives options and different ways to use the system.</p></blockquote><p></p>
[QUOTE="N01H3r3, post: 6685254, member: 6799909"] As I've learned from discussions of "associated vs disassociated mechanics", individual perceptions on what counts as "metagaming" vary considerably, and there is no absolute objective definition of 'meta-game'. "Punishes heroics" is subjective, and bears little resemblance to practical experience. Within the last year, my group have played both D&D5 and Mutant Chronicles... and Mutant Chronicles, 'metagame' elements and all, produced more acts of heroism and daring than D&D5 did. I've looked at options for Threatless 2d20. They're seldom as satisfying, IMO, and I find that discussions of them detract from actual playtesting (we can't get accurate playtest feedback if groups aren't engaging with the rules-as-written, but what you do once the playtest is done is up to you). In this instance, I think the digression might be constructive. Each character receives a small quantity of "Effort", which refreshes relatively swiftly. Each point of Effort spent adds 1d20 to a test, up to a maximum of +3d20, allows a character to perform a Response action, or otherwise allows the use of something that would normally require paying Threat. The issue here is that individual NPCs need to be given their own Effort pools, which adds something extra for the GM to track. The GM also has to track any of the personal resources that NPCs use, such as ammunition, which are normally subsumed into Threat. I'd recommend three Effort per PC, and can't go any higher. Out of combat, at the end of each scene in which the PC doesn't use Effort, they regain one lost Effort. In combat, each round the PC doesn't use Effort, they regain one Effort. This mirrors the rates at which banked Momentum decreases. The end result would be a little more static and restrictive, but it could work. It's unlikely to be in the Conan rulebook, but we've had internal discussions of a basic 'system book' that gives options and different ways to use the system. [/QUOTE]
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