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GM fiat - an illustration
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<blockquote data-quote="Manbearcat" data-source="post: 9641308" data-attributes="member: 6696971"><p>I don't have time to engage with [USER=13383]@robertsconley[/USER] 's response to me, nor CL's, nor FR's. One thing I will say off the bat is that I'm very much of the opinion that (a) looking at what Mouse Guard does and then (b) examining the myriad ways Torchbearer diverges from MG to produce a very novel play experience is at least as fruitful (likely more) as comparing TB to D&D.</p><p></p><p>But for the record (as you know), the following are very much true:</p><p></p><p>* Like Mouse Guard, the setting (events, factions, geography) of TB very much generates an "active actor (in motion)" quality to play through the synthesis of map-making, Adventure design, Events tables, test-borne Twists (particularly conflicts and their resolution), and how players interact with the map and the relevant NPCs (particularly, their relevant NPCs either character-built or accumulated).</p><p></p><p>* Torchbearer isn't like PBtA or FitD in the way those two games rely upon the cascade of snowballing move resolution. Yes, TB play certainly bears out a duress-filled "spinning plates" quality of play via its interlocking parts, but it doesn't assume adversity in any given, consequential chunk of play. Of course, neither Town phase nor Camp phase features The Grind. The actual play I cited above was from many years ago. From recollection (I'm pretty much 100 % I'm right), that Camp Events table was 3d6+1 (-3 +4 = +1) which yielded an 11. An 11 on the Wilderness Camp table (I had a Bleakwood Table which used most of the Wilderness table but a few custom entries) = <em>safe camp</em> result. Further, the checks spent in that camp phase didn't yield any Twists. In fact, I'm pretty sure all the checks spent on Recovery were successful as well. I think it was a clean sweep of success in that Camp phase.</p><p></p><p>Finally, I've certainly GMed my share of Town phases where a gentle <em>Halloo</em> (from your neighbors) or <em>Pleasant Smells</em> from woodsmoke and kitchens or better hit on the Town Events tables + accommodations for recovery were able to be paid for via Resources + a PC stays at their Parents Home + a few simple Lifestyle moves to Build Kit and Do Research didn't turn up any trouble + Paying Your Bills went off without a hitch when town was left.</p><p></p><p>If I had to Scientific Wild Ass Guess it, my collective Camp phases probably turn up major trouble (from Events or significant Twists) at a remote clip of inside of 15 % and minor trouble in the form of some kind of a small Camp Event hit or a consequential Twist perhaps 30 % of the time (typically the worst part of Camp is a gut-punch failed recovery test on a nagging condition). Towns are probably double both of those; 30 and 60.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9641308, member: 6696971"] I don't have time to engage with [USER=13383]@robertsconley[/USER] 's response to me, nor CL's, nor FR's. One thing I will say off the bat is that I'm very much of the opinion that (a) looking at what Mouse Guard does and then (b) examining the myriad ways Torchbearer diverges from MG to produce a very novel play experience is at least as fruitful (likely more) as comparing TB to D&D. But for the record (as you know), the following are very much true: * Like Mouse Guard, the setting (events, factions, geography) of TB very much generates an "active actor (in motion)" quality to play through the synthesis of map-making, Adventure design, Events tables, test-borne Twists (particularly conflicts and their resolution), and how players interact with the map and the relevant NPCs (particularly, their relevant NPCs either character-built or accumulated). * Torchbearer isn't like PBtA or FitD in the way those two games rely upon the cascade of snowballing move resolution. Yes, TB play certainly bears out a duress-filled "spinning plates" quality of play via its interlocking parts, but it doesn't assume adversity in any given, consequential chunk of play. Of course, neither Town phase nor Camp phase features The Grind. The actual play I cited above was from many years ago. From recollection (I'm pretty much 100 % I'm right), that Camp Events table was 3d6+1 (-3 +4 = +1) which yielded an 11. An 11 on the Wilderness Camp table (I had a Bleakwood Table which used most of the Wilderness table but a few custom entries) = [I]safe camp[/I] result. Further, the checks spent in that camp phase didn't yield any Twists. In fact, I'm pretty sure all the checks spent on Recovery were successful as well. I think it was a clean sweep of success in that Camp phase. Finally, I've certainly GMed my share of Town phases where a gentle [I]Halloo[/I] (from your neighbors) or [I]Pleasant Smells[/I] from woodsmoke and kitchens or better hit on the Town Events tables + accommodations for recovery were able to be paid for via Resources + a PC stays at their Parents Home + a few simple Lifestyle moves to Build Kit and Do Research didn't turn up any trouble + Paying Your Bills went off without a hitch when town was left. If I had to Scientific Wild Ass Guess it, my collective Camp phases probably turn up major trouble (from Events or significant Twists) at a remote clip of inside of 15 % and minor trouble in the form of some kind of a small Camp Event hit or a consequential Twist perhaps 30 % of the time (typically the worst part of Camp is a gut-punch failed recovery test on a nagging condition). Towns are probably double both of those; 30 and 60. [/QUOTE]
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