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
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
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="tetrasodium" data-source="post: 8269909" data-attributes="member: 93670"><p>My BitD experience is limited to a couple games so I'll stick to fate (which has a lot of <a href="https://www.reddit.com/r/FATErpg/comments/f45ts0/is_it_me_or_is_blades_in_the_dark_closer_to_fate/" target="_blank">similarities</a> despite the differences)</p><p></p><p>It's not so much that panning is completely bypassed so much as the planning is somewhat quantum & negotiated between players & GM as it goes. That quantum goes both ways though as players introducing something allows the GM to introduce things as well. The really big difference is a compel type option available where the GM can target some aspect of the player's character or something the characters did/created to reshape the world in ways that would make d&d's just explode. Think of compels like the old "wait a minute aren't you a barbarian?... I don't think your smart enough to do <em>that</em>" type thing dialed so far past 11 that the dial is set on fire. That sounds bad, but there are always benefits for the player & they tend to be interesting in ways that when combined make players happy to accept rather than buying off the compel against them to ignore it through resource expenditure. Once a fact is established at the table <em>that </em>part is no longer in flux. Establishinga fact from something doesn't mean that other unknown or unconsidered things can't be made real when they become relevant & I'll give a partial example slanted a bit towards d&d or shadowrun type infiltrations.</p><p></p><p>Players break into an office building after hours to steal a macguffin, we don't care how or why for this but assume there is reason to the players & campaign. During the breakin players find out that the bbeg is there tonight <em>gm tosses fate chip in the pot</em> gm:"well obviously he would have the same idea as you guys given that tonight is the big company anniversary party & everyone is across town at the event"... This is reasonable & everyone agrees but players really have very little way of stopping a GM declaration but can try to negotiate some changes if it seems to clash with established aspects & things in play. After encountering the BBEG a fire starts & players are frantically trying to put it out so they can get the macguffin instead of having it burn to cinders. Things are not going well with the fire right off the bat for whatever reason so Bob tosses a fate chip in the pot to declare there was one of those mop buckets filled with water in the hall back there. Fire is handled & the bbeg uses n action to tag bob's mop bucket off camera so comes back with the janitor bob effectively wove into plausibly existing when the players think they are good with the macguffin. GM slides a fate point at Alice & says "doesn't that janitor look a lot like that one homeless guy your mother teresa character has been helping as part of [whatever character aspect]". Alice can spend one of her remaining fate points to accept the compel & put herself/the team behind the 8ball in the hostage situation to gain herself a fate point that can make a huge difference. Alternately alice can spend one of her remaining fate points to refuse it & give up possibly using it later to make a bigger difference when it matters most.</p><p></p><p></p><p>I've only run a couple in 5e but probably 100% or close were some level of success without turning into mass murder kick in the door style. d&d itself had very little to do with that success & I described one earlier.</p><p></p><p></p><p>I'll let someone else answer that for bitd because I don't have a solid enough grasp to be certain enough on the particulars, but in fate death is both trivially easy & you can walk away walking wounded victor literally with a death spiral that makes the character all but unplayable due to multiple ICU level needs. The stress track resets very often (think 4e's encounter stuff) but that track is smallish & anything that doesn't go in the stress track goes in as a consequence ranging from like a 2-8 point concequence . If your 2 point minor consequences are used &you take a single point of stress it burns a 4 point major(?) consequence then 6 & 8 point ones. While you can reset a 2 point consequence every couple sessions the 8 point one is going to be there till you do something like finish the campaign or similar. </p><p></p><p>That death spiral is avoided through two options. You aren't forced to use a consequence & can just say your taken out. This can be anything from knocked into the next room knocked out or whatever all the way to the opponent just flatly saying "and you die"... And. You. Die. To offset that lethality players can do what's called conceeding. Conceding is a negotiation where the victor gets a clear win with something they wanted but the losing side gets to have a bit of say in <em>how</em> they lose. Everyone on he conceding side also gets a fate point</p><p></p><p>All of that combines into absolutely brutal fast paced combats where each side is quick to just admit that this is not a fight worth continuing given the stakes. In fate you can succeed & ask to make a new character while you can fail but still partially succeed depending on what the goals were. Maybe because of that compel against Alice the group gets away with the macguffin but is screwed in trying to use it because the cops are after them</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8269909, member: 93670"] My BitD experience is limited to a couple games so I'll stick to fate (which has a lot of [URL='https://www.reddit.com/r/FATErpg/comments/f45ts0/is_it_me_or_is_blades_in_the_dark_closer_to_fate/']similarities[/URL] despite the differences) It's not so much that panning is completely bypassed so much as the planning is somewhat quantum & negotiated between players & GM as it goes. That quantum goes both ways though as players introducing something allows the GM to introduce things as well. The really big difference is a compel type option available where the GM can target some aspect of the player's character or something the characters did/created to reshape the world in ways that would make d&d's just explode. Think of compels like the old "wait a minute aren't you a barbarian?... I don't think your smart enough to do [I]that[/I]" type thing dialed so far past 11 that the dial is set on fire. That sounds bad, but there are always benefits for the player & they tend to be interesting in ways that when combined make players happy to accept rather than buying off the compel against them to ignore it through resource expenditure. Once a fact is established at the table [I]that [/I]part is no longer in flux. Establishinga fact from something doesn't mean that other unknown or unconsidered things can't be made real when they become relevant & I'll give a partial example slanted a bit towards d&d or shadowrun type infiltrations. Players break into an office building after hours to steal a macguffin, we don't care how or why for this but assume there is reason to the players & campaign. During the breakin players find out that the bbeg is there tonight [I]gm tosses fate chip in the pot[/I] gm:"well obviously he would have the same idea as you guys given that tonight is the big company anniversary party & everyone is across town at the event"... This is reasonable & everyone agrees but players really have very little way of stopping a GM declaration but can try to negotiate some changes if it seems to clash with established aspects & things in play. After encountering the BBEG a fire starts & players are frantically trying to put it out so they can get the macguffin instead of having it burn to cinders. Things are not going well with the fire right off the bat for whatever reason so Bob tosses a fate chip in the pot to declare there was one of those mop buckets filled with water in the hall back there. Fire is handled & the bbeg uses n action to tag bob's mop bucket off camera so comes back with the janitor bob effectively wove into plausibly existing when the players think they are good with the macguffin. GM slides a fate point at Alice & says "doesn't that janitor look a lot like that one homeless guy your mother teresa character has been helping as part of [whatever character aspect]". Alice can spend one of her remaining fate points to accept the compel & put herself/the team behind the 8ball in the hostage situation to gain herself a fate point that can make a huge difference. Alternately alice can spend one of her remaining fate points to refuse it & give up possibly using it later to make a bigger difference when it matters most. I've only run a couple in 5e but probably 100% or close were some level of success without turning into mass murder kick in the door style. d&d itself had very little to do with that success & I described one earlier. I'll let someone else answer that for bitd because I don't have a solid enough grasp to be certain enough on the particulars, but in fate death is both trivially easy & you can walk away walking wounded victor literally with a death spiral that makes the character all but unplayable due to multiple ICU level needs. The stress track resets very often (think 4e's encounter stuff) but that track is smallish & anything that doesn't go in the stress track goes in as a consequence ranging from like a 2-8 point concequence . If your 2 point minor consequences are used &you take a single point of stress it burns a 4 point major(?) consequence then 6 & 8 point ones. While you can reset a 2 point consequence every couple sessions the 8 point one is going to be there till you do something like finish the campaign or similar. That death spiral is avoided through two options. You aren't forced to use a consequence & can just say your taken out. This can be anything from knocked into the next room knocked out or whatever all the way to the opponent just flatly saying "and you die"... And. You. Die. To offset that lethality players can do what's called conceeding. Conceding is a negotiation where the victor gets a clear win with something they wanted but the losing side gets to have a bit of say in [I]how[/I] they lose. Everyone on he conceding side also gets a fate point All of that combines into absolutely brutal fast paced combats where each side is quick to just admit that this is not a fight worth continuing given the stakes. In fate you can succeed & ask to make a new character while you can fail but still partially succeed depending on what the goals were. Maybe because of that compel against Alice the group gets away with the macguffin but is screwed in trying to use it because the cops are after them [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
Top