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How Would Your Favorite Game System Handle This?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9624406" data-attributes="member: 7044197"><p>I feel like a parrot now... "People need to play more PBTA / FitD" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>So many of these questions and D&D problems are 'solved' for decades ago...</p><p></p><p>Anyway, no snark, here is how this is easily played out in ...</p><p></p><p><strong>Blades in the Dark</strong></p><p>This game refined and built the 'heist' or 'score' concept. And here is how effortless and fun it is = </p><p>Everyone <em>does NOT waste time dithering</em> and arguing over how to do this scenario. </p><p>Instead they simply get few tidbits of info for context, then choose what their <strong>Approach </strong>is. (fight, sneak, magic, lies, etc etc) </p><p>They make a <strong>single roll for the group to see how the scenario is started</strong>, straight to the action, skipping over junk like dozens of nothing rolls to just get in place. The roll has modifiers based on how prepared everyone is (even the enemy) and how daring the schemes of the players is. </p><p>Roll. </p><p>Results of the roll are one of <strong>three results</strong>: you are <strong>in control,</strong> do your thing. or you are in a <strong>risky situation</strong>, deal with the risk then do your thing. or you are<strong> in deep sht</strong> and you need to think fast as you deal with problems (foreseen or unforeseen) </p><p></p><p>Then you roleplay and roll as normal, each character getting actions to resolve their part (keep cool, look for threats, snipe baddies, etc etc) </p><p>Anytime you come across some situation where a character may have done preparation or setup, you <strong>just Flashback to what they did</strong>, roll to see how that went, then back to the now with the results. You <strong>assume players and characters are competent</strong>, so rolls are made from that concept, and key cards, special invites, stow away items = all possible. </p><p></p><p><strong>Why this is so much fun! =</strong> </p><p>- <em>Last week a GM feel asleep while players dithered over plans to assault a castle, boring!!! </em> <strong>This never happens in Blades. </strong> You assume characters, who live in the world, can think of useful things, and flashback to their preparations. <strong>Its engaging, it feels empowering, and the GM gets a ton of complications, mess, and combat as they want. Everyone wins. </strong></p><p></p><p>..............................................</p><p></p><p><strong>Powered by the Apocalypse </strong></p><p>This could be Monster of the Week, Apocalypse World, Apocalypse Keys, Kult Divinity Lost, Masks teen titans, and many others....</p><p></p><p>PbtA is like a movie. And so people need to think of it like a action move (Avengers, Deadpool, Die Hard, etc etc). It's about everyone narrating what they do, then doing it - consequences be damned. A great GM in PbtA will remember to <strong>"be a fan of the characters"</strong> and <strong>"only call for rolls when failure is interesting."</strong> = <em>these two GM rules, yes, rules the GM should abide by</em>, are magic sauce to keep the game running smooth and the complications fun. </p><p></p><p>In the scenario, the player just do what they intend to do. No list of tedious Skills to wade through, no "Failed rolls do nothing" garbage. Every action matters, and every character has a chance to roleplay their goals. </p><p></p><p><strong>PBTA is Not a 'task system."</strong> <em> So you dont waste time with anything that has no consequences or that failing would end up being boring in a movie</em>. If you do roll, its because you are doing big interesting things, and its uncertain how it will turn out. </p><p></p><p>So the Sniper rolls to take out a lone guard, if <strong>they do it, great they did it,</strong> nobody knows and that areas is secure. If they <strong>get complications, they take the guard out, but</strong> now the Big tough party member needs to quickly hide the body before patrols see, if <strong>they Miss, then the GM gets to add drama to the scene</strong>, which could be that the guy is still shot and taken out, but he was the one with the safe code, and now he is dead - you need a new way to get the safe code. And so on for each player character's actions... the results of their Moves can affect them or the scenario or others... its all <strong>built into the Moves system and GM moves</strong> too. </p><p></p><p>= the <strong>GM keeps the plot moving</strong>, assumes the characters can get sht done, and <strong>goes along with the intentions of the players</strong>. Now it feels like a James Bond film, and <em>each Move the players make gives a lot of general advice/results on how to keep the scene dangerous, a high level of uncertainty</em>, and let players characters act as if they are awesome </p><p>(unlike a character in "pass/fail" systems like D&D, where they went to kick a chair, failed the roll and somehow did nothing...., a great knight not even able to kick a chair... lame!!)</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9624406, member: 7044197"] I feel like a parrot now... "People need to play more PBTA / FitD" ;) So many of these questions and D&D problems are 'solved' for decades ago... Anyway, no snark, here is how this is easily played out in ... [B]Blades in the Dark[/B] This game refined and built the 'heist' or 'score' concept. And here is how effortless and fun it is = Everyone [I]does NOT waste time dithering[/I] and arguing over how to do this scenario. Instead they simply get few tidbits of info for context, then choose what their [B]Approach [/B]is. (fight, sneak, magic, lies, etc etc) They make a [B]single roll for the group to see how the scenario is started[/B], straight to the action, skipping over junk like dozens of nothing rolls to just get in place. The roll has modifiers based on how prepared everyone is (even the enemy) and how daring the schemes of the players is. Roll. Results of the roll are one of [B]three results[/B]: you are [B]in control,[/B] do your thing. or you are in a [B]risky situation[/B], deal with the risk then do your thing. or you are[B] in deep sht[/B] and you need to think fast as you deal with problems (foreseen or unforeseen) Then you roleplay and roll as normal, each character getting actions to resolve their part (keep cool, look for threats, snipe baddies, etc etc) Anytime you come across some situation where a character may have done preparation or setup, you [B]just Flashback to what they did[/B], roll to see how that went, then back to the now with the results. You [B]assume players and characters are competent[/B], so rolls are made from that concept, and key cards, special invites, stow away items = all possible. [B]Why this is so much fun! =[/B] - [I]Last week a GM feel asleep while players dithered over plans to assault a castle, boring!!! [/I] [B]This never happens in Blades. [/B] You assume characters, who live in the world, can think of useful things, and flashback to their preparations. [B]Its engaging, it feels empowering, and the GM gets a ton of complications, mess, and combat as they want. Everyone wins. [/B] .............................................. [B]Powered by the Apocalypse [/B] This could be Monster of the Week, Apocalypse World, Apocalypse Keys, Kult Divinity Lost, Masks teen titans, and many others.... PbtA is like a movie. And so people need to think of it like a action move (Avengers, Deadpool, Die Hard, etc etc). It's about everyone narrating what they do, then doing it - consequences be damned. A great GM in PbtA will remember to [B]"be a fan of the characters"[/B] and [B]"only call for rolls when failure is interesting."[/B] = [I]these two GM rules, yes, rules the GM should abide by[/I], are magic sauce to keep the game running smooth and the complications fun. In the scenario, the player just do what they intend to do. No list of tedious Skills to wade through, no "Failed rolls do nothing" garbage. Every action matters, and every character has a chance to roleplay their goals. [B]PBTA is Not a 'task system."[/B] [I] So you dont waste time with anything that has no consequences or that failing would end up being boring in a movie[/I]. If you do roll, its because you are doing big interesting things, and its uncertain how it will turn out. So the Sniper rolls to take out a lone guard, if [B]they do it, great they did it,[/B] nobody knows and that areas is secure. If they [B]get complications, they take the guard out, but[/B] now the Big tough party member needs to quickly hide the body before patrols see, if [B]they Miss, then the GM gets to add drama to the scene[/B], which could be that the guy is still shot and taken out, but he was the one with the safe code, and now he is dead - you need a new way to get the safe code. And so on for each player character's actions... the results of their Moves can affect them or the scenario or others... its all [B]built into the Moves system and GM moves[/B] too. = the [B]GM keeps the plot moving[/B], assumes the characters can get sht done, and [B]goes along with the intentions of the players[/B]. Now it feels like a James Bond film, and [I]each Move the players make gives a lot of general advice/results on how to keep the scene dangerous, a high level of uncertainty[/I], and let players characters act as if they are awesome (unlike a character in "pass/fail" systems like D&D, where they went to kick a chair, failed the roll and somehow did nothing...., a great knight not even able to kick a chair... lame!!) [/QUOTE]
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