Legend in Mist general [+]


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I was just going to post about the "convert from 5E" guide. They are really trying to make inroads with the more classic gaming community.
 

They had an AMA event yesterday in their discord and I was sitting there waiting for it, then got distracted and forgot, and when I looked it had been over for a few hours.

Still, pretty much everyone but me got their questions answered. I didn't have any specific questions so I guess that's fine. :)

Been going through what questions were asked and it's mostly random fluff.
 




I never really vibed with City of Mist. However, I am vibing with Legend in the Mist now that I finally got the chance to read through the PDFs. Boy, do I regret not backing the Kickstarter now. Part of the reason for that may be the game's genre.

I am sucker for smaller scale rustic fantasy in games like Legend in the Mist, Beyond the Wall and Other Adventures, and Stonetop or books like The Chronicles of Prydain, The Hobbit, or The Last Unicorn. I also feel like Legend in the Mist is probably one of the few TTRPGs that I would consider using for running a game set in Ursula K. Le Guin's Earthsea Cycle.

Maybe because of the author's experience with CoM, but I feel that Legend in the Mist is much clearer when it comes to teaching and presenting the game. The game looks and feels like a lovechild of Fate and PbtA. While I can see how tag management could be an issue, it reads like it's mostly the same as managing various Aspects in Fate.
 

I love CoM but totally recognize that they have made some great progress regarding the way they introduce their concepts and present the game. LitM is very much clearer indeed. And I think too that it came from the previous experience. They learnt a lot.

BTW, it is rather a mix of PbtA and Lady Blackbird (but there's some transitivity playing, here, obviously, between Fate and Lady Blackbird).

Tag management is the most talked about issue, but I've never had any trouble on this department, personnally. It's just a state of mind, IMO. With a game like that, nobody's here to win, nobody's here to min/max. Everybody's perfectly happy with failures, weaknesses and evolution through hardships.
 

First session done. (First with people, I'd already played some solo games.)
For now I'm still in my CoM shoes (which is a very good thing), there hasn't much been much difference, apart from two things:
— the biggie: no triggers. That's kinda huge. It feels much more like a trad game without triggers. You call for rolls exactly when you would have call for rolls in DnD.
— the small thing: I marked a Milestones on a theme then scratched it, rereading the rules. That doesn't work like in CoM, where you would mark attention simply by looking into your mystery or fulfilling your identity. There, in LitM, the "Quest" model makes it different: you have to have make concrete progress towards your stated goal, not just acting according to it.

All in all, very good first-hand experience, but still no Might involved, and no magic. We'll see what's next.
 

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