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General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Fenris-77" data-source="post: 9853628" data-attributes="member: 6993955"><p>So HmtW doesn't use HP it has something more like damage levels - stressed (like a freebie), talents get damaged and you lose access to them until healed, and then you have injured and then dead (basically). There is also a mechanic called resolve which is essentially like a lot of luck mechanics, you burn a point of resolve to add to a critical test.</p><p></p><p>Here's where the rules get very different - there are no healing rules. Just going to sleep doesn't do a damn thing. If you want to heal and recover resolve you need to look to your Bonds. Each PC has a bond that describes something about their relationship with each other PC, some good, some not, and in a format that will be familiar to players of PbtA and other games with bonds - things like I must protect X, or Y cannot be trusted and must be watched, and so on.</p><p></p><p>In play whenever you do a nice bit of roleplaying based on a bond the GM will tell you that bond is now 'charged'. So to fully charge your bonds you need to engage with all the members of the party in whatever way you mutually decided was the key facet of the various relationships. In the camp phase you may then spend these charged bonds to heal and to recover resolve. So healing is directly dependent on roleplaying your relationship with the other PCs. Those bonds will also change as the various PC relationships change. I think it's bloody brilliant.</p><p></p><p>Here's what the rule book has to say about these bonds:</p><p><em>The most essential stats on your adventurer sheet aren't your talents or motifs. The most essential stats are your Bonds with your guild-mates.</em></p><p><em></em></p><p><em>The economy of charging Bonds during the Crawl and spending them during the Camp Phase is essential to the flow of His Majesty the Worm. As such, make sure you're thinking of ways to engage other players.</em></p><p><em></em></p><p><em>• Play to lift other adventurers up. When you see an opportunity for another adventurer to shine, take a step back. Share each other's burdens. Revel in each other's successes.</em></p><p><em>• Be respectful and considerate. If you want to explore a particular story, engage with your fellow players to make sure they're comfortable with the themes that you're exploring. Don't be “that guy.” Read the goddamn room.</em></p><p><em>• Let your relationships grow and change. Every session or two, touch base with another player. Discuss how your adventurers feel about each other in light of your most recent experiences. Have rivals become allies?</em></p><p><em>Have allies become best friends? Have best friends become lovers?</em></p><p><em>• Be funny in character. Be serious in character. Think in character. Stay in character.</em></p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9853628, member: 6993955"] So HmtW doesn't use HP it has something more like damage levels - stressed (like a freebie), talents get damaged and you lose access to them until healed, and then you have injured and then dead (basically). There is also a mechanic called resolve which is essentially like a lot of luck mechanics, you burn a point of resolve to add to a critical test. Here's where the rules get very different - there are no healing rules. Just going to sleep doesn't do a damn thing. If you want to heal and recover resolve you need to look to your Bonds. Each PC has a bond that describes something about their relationship with each other PC, some good, some not, and in a format that will be familiar to players of PbtA and other games with bonds - things like I must protect X, or Y cannot be trusted and must be watched, and so on. In play whenever you do a nice bit of roleplaying based on a bond the GM will tell you that bond is now 'charged'. So to fully charge your bonds you need to engage with all the members of the party in whatever way you mutually decided was the key facet of the various relationships. In the camp phase you may then spend these charged bonds to heal and to recover resolve. So healing is directly dependent on roleplaying your relationship with the other PCs. Those bonds will also change as the various PC relationships change. I think it's bloody brilliant. Here's what the rule book has to say about these bonds: [I]The most essential stats on your adventurer sheet aren't your talents or motifs. The most essential stats are your Bonds with your guild-mates. The economy of charging Bonds during the Crawl and spending them during the Camp Phase is essential to the flow of His Majesty the Worm. As such, make sure you're thinking of ways to engage other players. • Play to lift other adventurers up. When you see an opportunity for another adventurer to shine, take a step back. Share each other's burdens. Revel in each other's successes. • Be respectful and considerate. If you want to explore a particular story, engage with your fellow players to make sure they're comfortable with the themes that you're exploring. Don't be “that guy.” Read the goddamn room. • Let your relationships grow and change. Every session or two, touch base with another player. Discuss how your adventurers feel about each other in light of your most recent experiences. Have rivals become allies? Have allies become best friends? Have best friends become lovers? • Be funny in character. Be serious in character. Think in character. Stay in character.[/I] [/QUOTE]
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Let's talk about "plot", "story", and "play to find out."
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