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GMs - Do you get bored when you're a player?
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<blockquote data-quote="pemerton" data-source="post: 9506718" data-attributes="member: 42582"><p>Yeah. I can list most of the checks/tests/conflict that were made in the session of Torchbearer 2e that I GMed on Sunday, because I keep a list of them as my method for tracking the passage of turns during the adventure phase.</p><p></p><p>I've s-blocked for length:</p><p></p><p>[spoiler]*Pathfinder, to travel to Wintershiven;</p><p>*Crafting Nature, to inspect the structure the PCs found;</p><p>*Scholar, to read the inscription on the structure;</p><p>*Theologian, to understand the ritual purpose hinted at by the inscription;</p><p>*Capture conflict - a combat to physically restrain a spirit manifesting via animated bones of an animal sacrifice</p><p>*Lore Master, to intuit the strengths and weaknesses of the captured spirit to various possible spiritual conflicts</p><p>*Remembering Nature, to recall the True Name of the spirit</p><p>*Abjuration conflict - a spiritual conflict to try and destroy the spirit</p><p>*Survivalist, to identify a good place to shelter while camping in/near the structure;</p><p>*Labourer, to clear away earth and plant-roots blocking the discovered door to the interior of the structure;</p><p>*Cartographer, to make a copy of the map "drawn" in relief on the walls of the interior;</p><p>*Ritualist, to perform the ritual of water purification identified earlier via Theologian;</p><p>*Scavenger, to look for any other loot in or around the stucture;</p><p>*Stonemason, to try and find further hidden areas within the structure;</p><p>*Flee/pursue conflict - an extended resolution to determine whether the PCs escape from the pirates pursuing them down the river;</p><p>*Pathfinder, to try and get bearings after getting lost escaping the pirates;</p><p>*Scavenger, to gather forage to cook;</p><p>*Cook, to cook the gathered forage;</p><p>*Pathfinder, to find the way back to the river;</p><p>*Scout, to try and avoid being spotted by the pirates looking for the PCs on the river bank;</p><p>*Capture conflict - a combat to avoid getting captured by the pirates;</p><p>*Convince crowd conflict - an extended social resolution to persuade the pirates that the PCs, captured by them, are actually associates of Tolub the pirate leader;</p><p>*Orator, to try and get a favour from the pirates in letting the PCs sail back down-river;</p><p>*Negotiate conflict - an extended social resolution to strike a deal in return for letting the PCs sail back down-river;</p><p>*Sailing, to sail the pirate's boat down-river;</p><p>*Scout, to avoid being spotted in a pirate boat as the PCs approach Wintershiven.[/spoiler]</p><p></p><p>So we had six extended conflicts - two clearly combat (the Capture conflicts); one arguably combat, though in D&D it would be purely spell-casting, or a skill challenge in 4e (the Abjuration conflict); one physical but not combat (the Flee/Pursue conflict); and two social (the Convince crowd and Negotiate conflicts).</p><p></p><p>And then 20 other tests, none of which was about combat, but all of which had meaningful stakes and shaped the way events unfolded.</p><p></p><p>As the list above shows, I don't see any very strong overlap between <em>combat</em> and <em>the mechanical parts of the game</em>.</p><p></p><p>I also don't see the strong contrast you seem to draw between <em>roleplaying</em> and <em>mechanical play</em>. When the players are saying what their PCs do - eg "I'm sure there must be more hidden caches here - can I use Stonemason to look for them?" that is playing the role of their PC, engaging directly with the fiction; and it also triggers a clear mechanical resolution process.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9506718, member: 42582"] Yeah. I can list most of the checks/tests/conflict that were made in the session of Torchbearer 2e that I GMed on Sunday, because I keep a list of them as my method for tracking the passage of turns during the adventure phase. I've s-blocked for length: [spoiler]*Pathfinder, to travel to Wintershiven; *Crafting Nature, to inspect the structure the PCs found; *Scholar, to read the inscription on the structure; *Theologian, to understand the ritual purpose hinted at by the inscription; *Capture conflict - a combat to physically restrain a spirit manifesting via animated bones of an animal sacrifice *Lore Master, to intuit the strengths and weaknesses of the captured spirit to various possible spiritual conflicts *Remembering Nature, to recall the True Name of the spirit *Abjuration conflict - a spiritual conflict to try and destroy the spirit *Survivalist, to identify a good place to shelter while camping in/near the structure; *Labourer, to clear away earth and plant-roots blocking the discovered door to the interior of the structure; *Cartographer, to make a copy of the map "drawn" in relief on the walls of the interior; *Ritualist, to perform the ritual of water purification identified earlier via Theologian; *Scavenger, to look for any other loot in or around the stucture; *Stonemason, to try and find further hidden areas within the structure; *Flee/pursue conflict - an extended resolution to determine whether the PCs escape from the pirates pursuing them down the river; *Pathfinder, to try and get bearings after getting lost escaping the pirates; *Scavenger, to gather forage to cook; *Cook, to cook the gathered forage; *Pathfinder, to find the way back to the river; *Scout, to try and avoid being spotted by the pirates looking for the PCs on the river bank; *Capture conflict - a combat to avoid getting captured by the pirates; *Convince crowd conflict - an extended social resolution to persuade the pirates that the PCs, captured by them, are actually associates of Tolub the pirate leader; *Orator, to try and get a favour from the pirates in letting the PCs sail back down-river; *Negotiate conflict - an extended social resolution to strike a deal in return for letting the PCs sail back down-river; *Sailing, to sail the pirate's boat down-river; *Scout, to avoid being spotted in a pirate boat as the PCs approach Wintershiven.[/spoiler] So we had six extended conflicts - two clearly combat (the Capture conflicts); one arguably combat, though in D&D it would be purely spell-casting, or a skill challenge in 4e (the Abjuration conflict); one physical but not combat (the Flee/Pursue conflict); and two social (the Convince crowd and Negotiate conflicts). And then 20 other tests, none of which was about combat, but all of which had meaningful stakes and shaped the way events unfolded. As the list above shows, I don't see any very strong overlap between [I]combat[/I] and [I]the mechanical parts of the game[/I]. I also don't see the strong contrast you seem to draw between [I]roleplaying[/I] and [I]mechanical play[/I]. When the players are saying what their PCs do - eg "I'm sure there must be more hidden caches here - can I use Stonemason to look for them?" that is playing the role of their PC, engaging directly with the fiction; and it also triggers a clear mechanical resolution process. [/QUOTE]
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