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Coyote & Crow Joins The $1M TTRPG Club!
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<blockquote data-quote="Umbran" data-source="post: 8473871" data-attributes="member: 177"><p>The author's intent is as follows (<em>Coyote & Crow</em>, pg 300):</p><p></p><p><em>"First, this game strives to give Players and Story Guides alternate options to Combat. From a mechanics perspective, if everything in a game eventually leads to Combat, Players often build their Characters that way from the start. It creates a vicious cycle where Players always choose to fight because that is what their Characters are best at because that is what they always do. </em></p><p><em></em></p><p><em>If, instead, Players have the option to fight, but have sufficient incentive to find other ways around their problems, then they have choices. Choices are what roleplaying games should be about, creating narrative branches that weave unique tales. We believe Combat should be an option, not a default." </em></p><p></p><p>Advancement is not based on killing things or fighting - you set goals (long and short term), and various advancement goals take various numbers of sessions of play. There's also Legendary Ranks that can be earned, which are handed out by the Story Guide (the GM), and it seems you get those for completing really big milestones or completing major tasks or plot points. But none of it is specifically combat dependent.</p><p></p><p>From there, it is about adventure design, and there, again, the rules advise about having several ways to get through things. </p><p></p><p><em>"Taking a Three Paths approach to Story creation means identifying the major decision points in Encounters and Stories and making sure you have allowed for at least three possible approaches from your Players, and outcomes for each." - Coyote & Crow, </em>pg 352</p></blockquote><p></p>
[QUOTE="Umbran, post: 8473871, member: 177"] The author's intent is as follows ([I]Coyote & Crow[/I], pg 300): [I]"First, this game strives to give Players and Story Guides alternate options to Combat. From a mechanics perspective, if everything in a game eventually leads to Combat, Players often build their Characters that way from the start. It creates a vicious cycle where Players always choose to fight because that is what their Characters are best at because that is what they always do. If, instead, Players have the option to fight, but have sufficient incentive to find other ways around their problems, then they have choices. Choices are what roleplaying games should be about, creating narrative branches that weave unique tales. We believe Combat should be an option, not a default." [/I] Advancement is not based on killing things or fighting - you set goals (long and short term), and various advancement goals take various numbers of sessions of play. There's also Legendary Ranks that can be earned, which are handed out by the Story Guide (the GM), and it seems you get those for completing really big milestones or completing major tasks or plot points. But none of it is specifically combat dependent. From there, it is about adventure design, and there, again, the rules advise about having several ways to get through things. [I]"Taking a Three Paths approach to Story creation means identifying the major decision points in Encounters and Stories and making sure you have allowed for at least three possible approaches from your Players, and outcomes for each." - Coyote & Crow, [/I]pg 352 [/QUOTE]
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