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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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General Tabletop Discussion
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Let's Talk About "Intended Playstyle"
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<blockquote data-quote="aramis erak" data-source="post: 9871438" data-attributes="member: 6779310"><p>Key tropes of BW play:</p><ul> <li data-xf-list-type="ul">GM builds adventures based upon on-the-character-sheet goals set by players</li> <li data-xf-list-type="ul">All actions need to specify goal separate from method to accomplish it</li> <li data-xf-list-type="ul">Players can back down if the difficulty is too hard. Uses their turn, but nothing else</li> <li data-xf-list-type="ul">GM expected to state difficulty AND "If this fails…" clause BEFORE rolls are committed to.</li> <li data-xf-list-type="ul">Detailed single-table conflict systems (multiple: Fight, Range and Cover, Duel of Wits)</li> <li data-xf-list-type="ul">Very non-detailed combat option with single opposed roll resolution. It's called "Bloody Versus."</li> <li data-xf-list-type="ul">Non-martial combat (Duel of Wits) common</li> <li data-xf-list-type="ul">conflict winner gets goal, loser gets a concession scaled to how much progress they had made.</li> <li data-xf-list-type="ul">Let it Ride: You never double up a given roll. EG: Infiltrating the castle: You roll once, and the GM compares it to each foe en route.</li> <li data-xf-list-type="ul">Use it to raise it; above 4th rank of skill, must use it at a task you cannot normally succeed at to raise it. Help, FoRKs, tool bonuses, condition bonuses adjust the needed difficulty for a given experience category, so, functionally, you have to accept a non-success task failure to advance</li> <li data-xf-list-type="ul">Expendable points to modify rolls - some before (Persona, Deeds), one after (Fate - open end the 6's.) Collectively called Artha; Dice from Artha don't adjust how hard a given tasak is for experience, so Artha's the only way to not fail and still count for the hardest difficulty.</li> <li data-xf-list-type="ul">Say Yes or Roll the Dice.</li> <li data-xf-list-type="ul">Anything affecting a character sheet needs a roll, player agreement is NOT enough.</li> </ul><p>Aside from the specific conflicts, Burning Empires is the same game.</p><p>BE Conflicts include: Duel of Wits (identical to BW), Battle, I Corner Him And Stab Him With My Knife, Invasion.</p><p>Battle is mass combat, ICHaSHWMK is personal combat but is different from BW's Fight or Range & Cover. Invasion is a metagame.</p><p>BE adds:</p><ul> <li data-xf-list-type="ul">Very limited rolling, so<ul> <li data-xf-list-type="ul"> lots more "say yes"</li> <li data-xf-list-type="ul">Bloody Versus much more palatable to players</li> </ul></li> <li data-xf-list-type="ul">Scene budgets</li> <li data-xf-list-type="ul">players frame half the scenes</li> <li data-xf-list-type="ul">Roll budgets per scene</li> <li data-xf-list-type="ul">PVP at 4-5 players with GM</li> <li data-xf-list-type="ul">built in metaconflict (Invasion by a Go'a'uld-like species)</li> <li data-xf-list-type="ul">two conflict system invocations per session limit: one called for by the GM, one framed or converted by the players.</li> </ul><p>The BE setting, the Iron Empires, was originally inspired by Classic Traveller and Stargate, plus an unfiltered-through-traveller additional dose of Dune.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9871438, member: 6779310"] Key tropes of BW play: [LIST] [*]GM builds adventures based upon on-the-character-sheet goals set by players [*]All actions need to specify goal separate from method to accomplish it [*]Players can back down if the difficulty is too hard. Uses their turn, but nothing else [*]GM expected to state difficulty AND "If this fails…" clause BEFORE rolls are committed to. [*]Detailed single-table conflict systems (multiple: Fight, Range and Cover, Duel of Wits) [*]Very non-detailed combat option with single opposed roll resolution. It's called "Bloody Versus." [*]Non-martial combat (Duel of Wits) common [*]conflict winner gets goal, loser gets a concession scaled to how much progress they had made. [*]Let it Ride: You never double up a given roll. EG: Infiltrating the castle: You roll once, and the GM compares it to each foe en route. [*]Use it to raise it; above 4th rank of skill, must use it at a task you cannot normally succeed at to raise it. Help, FoRKs, tool bonuses, condition bonuses adjust the needed difficulty for a given experience category, so, functionally, you have to accept a non-success task failure to advance [*]Expendable points to modify rolls - some before (Persona, Deeds), one after (Fate - open end the 6's.) Collectively called Artha; Dice from Artha don't adjust how hard a given tasak is for experience, so Artha's the only way to not fail and still count for the hardest difficulty. [*]Say Yes or Roll the Dice. [*]Anything affecting a character sheet needs a roll, player agreement is NOT enough. [/LIST] Aside from the specific conflicts, Burning Empires is the same game. BE Conflicts include: Duel of Wits (identical to BW), Battle, I Corner Him And Stab Him With My Knife, Invasion. Battle is mass combat, ICHaSHWMK is personal combat but is different from BW's Fight or Range & Cover. Invasion is a metagame. BE adds: [LIST] [*]Very limited rolling, so [LIST] [*] lots more "say yes" [*]Bloody Versus much more palatable to players [/LIST] [*]Scene budgets [*]players frame half the scenes [*]Roll budgets per scene [*]PVP at 4-5 players with GM [*]built in metaconflict (Invasion by a Go'a'uld-like species) [*]two conflict system invocations per session limit: one called for by the GM, one framed or converted by the players. [/LIST] The BE setting, the Iron Empires, was originally inspired by Classic Traveller and Stargate, plus an unfiltered-through-traveller additional dose of Dune. [/QUOTE]
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