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"Illusionism" and "GM force" in RPGing
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<blockquote data-quote="Manbearcat" data-source="post: 7924515" data-attributes="member: 6696971"><p>The "ecology simulation" aspect is only relevant insofar as players have a substrate to make inference. If the wing is cleared, (a) we're simply simulating a collapsed ecology and (b) no more inferences should need be made for delving in that wing!</p><p></p><p></p><p></p><p>Torchbearer has a very simple, elegant, and well-integrated answer to this:</p><p></p><p>1) The Light clock and "The Grind" (the Condition clock) are Turn-centered.</p><p></p><p>2) A Turn is either a Conflict or a Test so they're dynamic time-wise; they can be a 10 minute navigation of an obstacle, a brief skirmish, or a night's watch.</p><p></p><p>Failure in a Test or Conflict results in either (a) Success but an accrued Condition or (b) a Twist (this is Torchbearer's analogue to Wandering Monsters).</p><p></p><p>Twists can be Monster, Wilderness, Dungeon, Talking, Personal, Magic, Prayer. Basic and AD&D (if necessary) can easily use this tech in the stead of Wandering Monsters (in the case where "the wing has been cleared"), just take the Monster and Talking tables and the appropriate locale (Wilderness or Dungeon) off of the list and roll like you would a random encounter when an Exploration Turn results in some kind of mishap.</p><p></p><p></p><p></p><p>Torchbearer would just handle this as a Night's Watch conflict with relevant Twist or Success w/ Condition at the end.</p><p></p><p></p><p></p><p>In all of these, the answer is like the above. Just make an Exploration Turn a dynamic thing temporally w/ either a Test or a Conflict w/ relevant Twist or Success w/ Condition at the end.</p><p></p><p>Torchbearer just flat solved all of these problems through well-integrated systemization and extremely clear GMing. D&D (whether its Moldvay Basic, AD&D, or 5e) could just reverse engineer them and integrate them into their system architecture.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7924515, member: 6696971"] The "ecology simulation" aspect is only relevant insofar as players have a substrate to make inference. If the wing is cleared, (a) we're simply simulating a collapsed ecology and (b) no more inferences should need be made for delving in that wing! Torchbearer has a very simple, elegant, and well-integrated answer to this: 1) The Light clock and "The Grind" (the Condition clock) are Turn-centered. 2) A Turn is either a Conflict or a Test so they're dynamic time-wise; they can be a 10 minute navigation of an obstacle, a brief skirmish, or a night's watch. Failure in a Test or Conflict results in either (a) Success but an accrued Condition or (b) a Twist (this is Torchbearer's analogue to Wandering Monsters). Twists can be Monster, Wilderness, Dungeon, Talking, Personal, Magic, Prayer. Basic and AD&D (if necessary) can easily use this tech in the stead of Wandering Monsters (in the case where "the wing has been cleared"), just take the Monster and Talking tables and the appropriate locale (Wilderness or Dungeon) off of the list and roll like you would a random encounter when an Exploration Turn results in some kind of mishap. Torchbearer would just handle this as a Night's Watch conflict with relevant Twist or Success w/ Condition at the end. In all of these, the answer is like the above. Just make an Exploration Turn a dynamic thing temporally w/ either a Test or a Conflict w/ relevant Twist or Success w/ Condition at the end. Torchbearer just flat solved all of these problems through well-integrated systemization and extremely clear GMing. D&D (whether its Moldvay Basic, AD&D, or 5e) could just reverse engineer them and integrate them into their system architecture. [/QUOTE]
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