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Kobold Press Announces 'Cozy' RPG Riverbank
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<blockquote data-quote="aramis erak" data-source="post: 9600522" data-attributes="member: 6779310"><p>It's a very straightforward playing system with a non-traditional play cycle.</p><p>It is highly playable, and very explicit about the way it is intended to be run.</p><p></p><p>Many who haven't played it don't realize that non-traditional cycle...</p><p>For the logical session:</p><ol> <li data-xf-list-type="ol">mission establishment - defining the mission (or if continuing, reminding all) and ability to adjust Beliefs, Instincts, and Goals ("BIGs").</li> <li data-xf-list-type="ol">GM phase, where the GM narrates 4 encounters, and assigns an encounter resolution roll for that encounter after the players come up with a plan.<ol> <li data-xf-list-type="ol">If you nerf yourself with a trait, earn a "check" (a metacurrency)</li> </ol></li> <li data-xf-list-type="ol">Player Phase: every player with checks will narrate a scene or hand off narrating a scene, the GM's only allowed role is to answer questions or assign the scene resolving roll. Someone else must narrate. If only one player has checks left, they must hand off.</li> <li data-xf-list-type="ol">Rewards phase - Earned persona and fate now gained.</li> <li data-xf-list-type="ol">Next session. </li> </ol> <ul> <li data-xf-list-type="ul">The GM can turn one scene resolution into a conflict per run through the cycle</li> <li data-xf-list-type="ul">The players can request one be turned into a conflict.</li> <li data-xf-list-type="ul">fulfilling the BIGs get metacurrency allowing extra dice or open ending dice rolled.</li> <li data-xf-list-type="ul">Only Player phase narrations can be used for recovery.</li> </ul><p>It's also not really intended for one-shots; the season progression has significant color and mechanical effects, not the least of which is the obligatory weather encounter.</p><p></p><p>It is non-traditional since it's essentially scene resolutions, it has a rigid adventure framework, Mission resolution need not be one of the 4 GM scenes. If it isn't, it will require someone to address it in the player phase. It's got 3 metacurrencies in play: checks, persona, and fate. Checks let you narrate in the player phase, persona adds a die to a test, fate allows open ending a roll.</p><p>Tests are rolled on (skill)d6, 4-6 is a success, and if you spend a fate (which may be after rolling), 6's then open end.</p><p></p><p>Conflicts turn a 5-10 minute resolution into 30 to 60 minute one, but the benefit is more things can be used for experience ticks (each skill can only gain one per conflict), and because of more rolls, one can earn more checks to get more player phase narrations.</p><p></p><p>It works <em>really well</em> if one actually uses the rules as written; the flow generates the type of remembered story feel that reading the comics can.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9600522, member: 6779310"] It's a very straightforward playing system with a non-traditional play cycle. It is highly playable, and very explicit about the way it is intended to be run. Many who haven't played it don't realize that non-traditional cycle... For the logical session: [LIST=1] [*]mission establishment - defining the mission (or if continuing, reminding all) and ability to adjust Beliefs, Instincts, and Goals ("BIGs"). [*]GM phase, where the GM narrates 4 encounters, and assigns an encounter resolution roll for that encounter after the players come up with a plan. [LIST=1] [*]If you nerf yourself with a trait, earn a "check" (a metacurrency) [/LIST] [*]Player Phase: every player with checks will narrate a scene or hand off narrating a scene, the GM's only allowed role is to answer questions or assign the scene resolving roll. Someone else must narrate. If only one player has checks left, they must hand off. [*]Rewards phase - Earned persona and fate now gained. [*]Next session. [/LIST] [LIST] [*]The GM can turn one scene resolution into a conflict per run through the cycle [*]The players can request one be turned into a conflict. [*]fulfilling the BIGs get metacurrency allowing extra dice or open ending dice rolled. [*]Only Player phase narrations can be used for recovery. [/LIST] It's also not really intended for one-shots; the season progression has significant color and mechanical effects, not the least of which is the obligatory weather encounter. It is non-traditional since it's essentially scene resolutions, it has a rigid adventure framework, Mission resolution need not be one of the 4 GM scenes. If it isn't, it will require someone to address it in the player phase. It's got 3 metacurrencies in play: checks, persona, and fate. Checks let you narrate in the player phase, persona adds a die to a test, fate allows open ending a roll. Tests are rolled on (skill)d6, 4-6 is a success, and if you spend a fate (which may be after rolling), 6's then open end. Conflicts turn a 5-10 minute resolution into 30 to 60 minute one, but the benefit is more things can be used for experience ticks (each skill can only gain one per conflict), and because of more rolls, one can earn more checks to get more player phase narrations. It works [I]really well[/I] if one actually uses the rules as written; the flow generates the type of remembered story feel that reading the comics can. [/QUOTE]
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