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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Help me "get" Forged in the Dark.
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="Grendel_Khan" data-source="post: 8681698" data-attributes="member: 7028554"><p>I hear you, but this isn't about the distinction between prepping situations vs. plots, ala the Alexandrian. It's more that you might come up with an intro scene or situation—often based solely on a couple details, in the moment, during the session—but no "if A happens, then X happens; if B, then Y." Like literally nothing past how it starts, then you flow from there. It's a matter of degree, which you can imagine being a meaningless distinction in the abstract, but once you start running it the difference is stark. The looser the framework, the better, otherwise you're more limited in your improvised consequences, and Devil's Bargains become less interesting and creative, etc.</p><p></p><p>To be more specific, the more tightly defined the situation is, the more likely you'll be to come with consequences that just resemble critical fumbles in a trad game. That's a huge and surprisingly common problem with starting out in PbtA or FitD. I've played with multiple GMs who default to fumbles without thinking, despite the fact that the rules explicitly warn against having consequences (on a partial success) negate the associated success.</p><p></p><p></p><p></p><p>You know, I was going through the book this morning, and I missed those yet again. I actually think SaV isn't presented as clearly as it could be, but that just sounds like me griping about my own lack of comprehension/memory.</p><p></p><p>Anyway, looking at those again, I still don't like em. And they're pretty clearly within the framework of the game's default setting, which I also don't like. I think they're as useful as a play example, basically.</p><p></p><p>As for the idea of a starting score establishing some overarching narrative elements, I don't think that's a bad idea at all. You're right that SaV is very episodic, but the game also says it should only really run for 12 to 20 sessions. That leaves plenty of time to let narrative thrulines emerge in play, but not a ton of time to just mess around. Coming up with some sort of metaplot elements early on doesn't hurt, or violate the game's principles. There could be a looming threat, but no defined sense of how the PCs might counter or even take advantage of it. You might turn a big bad in the first session into the central enemy for the campaign. The first session can absolutely set the rest of the game on a certain path. Or it can just be an intro. A lot of the advice in SaV is geared towards minimizing prep while setting up a narrative that doesn't feel totally random or meaningless. I don't like all of that advice, though.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8681698, member: 7028554"] I hear you, but this isn't about the distinction between prepping situations vs. plots, ala the Alexandrian. It's more that you might come up with an intro scene or situation—often based solely on a couple details, in the moment, during the session—but no "if A happens, then X happens; if B, then Y." Like literally nothing past how it starts, then you flow from there. It's a matter of degree, which you can imagine being a meaningless distinction in the abstract, but once you start running it the difference is stark. The looser the framework, the better, otherwise you're more limited in your improvised consequences, and Devil's Bargains become less interesting and creative, etc. To be more specific, the more tightly defined the situation is, the more likely you'll be to come with consequences that just resemble critical fumbles in a trad game. That's a huge and surprisingly common problem with starting out in PbtA or FitD. I've played with multiple GMs who default to fumbles without thinking, despite the fact that the rules explicitly warn against having consequences (on a partial success) negate the associated success. You know, I was going through the book this morning, and I missed those yet again. I actually think SaV isn't presented as clearly as it could be, but that just sounds like me griping about my own lack of comprehension/memory. Anyway, looking at those again, I still don't like em. And they're pretty clearly within the framework of the game's default setting, which I also don't like. I think they're as useful as a play example, basically. As for the idea of a starting score establishing some overarching narrative elements, I don't think that's a bad idea at all. You're right that SaV is very episodic, but the game also says it should only really run for 12 to 20 sessions. That leaves plenty of time to let narrative thrulines emerge in play, but not a ton of time to just mess around. Coming up with some sort of metaplot elements early on doesn't hurt, or violate the game's principles. There could be a looming threat, but no defined sense of how the PCs might counter or even take advantage of it. You might turn a big bad in the first session into the central enemy for the campaign. The first session can absolutely set the rest of the game on a certain path. Or it can just be an intro. A lot of the advice in SaV is geared towards minimizing prep while setting up a narrative that doesn't feel totally random or meaningless. I don't like all of that advice, though. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help me "get" Forged in the Dark.
Top