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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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<blockquote data-quote="Ruin Explorer" data-source="post: 9691276" data-attributes="member: 18"><p>Yeah I think these are major issues that most actual PtbA games address primarily by strictly limiting the players in terms of what moves they can make, and what the results of those moves can be, and often by having a much more formal structure over how the game progresses (one which would clash with how a lot of the CR people play their characters). DH doesn't have the strictly limited moves PtbA/FitD does, because you'd essentially have to make the moves campaign-frame-specific (Age of Umbra would be a different PtbA game to Beast Feast, with different moves, even if some were shared), and because, I think, they want to make the game easier to play and run your way, rather than a way carefully delineated by moves (for better or worse). That does mean a DM is likely to be involved in managing things more.</p><p></p><p>The not as good at/interested in worldbuilding thing can be a major issue with any game where the players potentially significantly add to the narrative or setting. A lot of players just aren't very interested in doing that on a regular basis, in my experience - many players want to add a little bit here and there, I've seen that since the early 1990s, they have ideas, but god help you with most players if you want them to describe like improv-describe a town in the way a DM often has to (even many players who are also DMs struggle with this in a player role, in part due to mindset). Whereas getting them to describe a contact or a bar their PC hangs out at or something? They might do a great job.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9691276, member: 18"] Yeah I think these are major issues that most actual PtbA games address primarily by strictly limiting the players in terms of what moves they can make, and what the results of those moves can be, and often by having a much more formal structure over how the game progresses (one which would clash with how a lot of the CR people play their characters). DH doesn't have the strictly limited moves PtbA/FitD does, because you'd essentially have to make the moves campaign-frame-specific (Age of Umbra would be a different PtbA game to Beast Feast, with different moves, even if some were shared), and because, I think, they want to make the game easier to play and run your way, rather than a way carefully delineated by moves (for better or worse). That does mean a DM is likely to be involved in managing things more. The not as good at/interested in worldbuilding thing can be a major issue with any game where the players potentially significantly add to the narrative or setting. A lot of players just aren't very interested in doing that on a regular basis, in my experience - many players want to add a little bit here and there, I've seen that since the early 1990s, they have ideas, but god help you with most players if you want them to describe like improv-describe a town in the way a DM often has to (even many players who are also DMs struggle with this in a player role, in part due to mindset). Whereas getting them to describe a contact or a bar their PC hangs out at or something? They might do a great job. [/QUOTE]
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Critical Role Announces Age of Umbra Daggerheart Campaign, Starting May 29th
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