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Map & Key Escort/Smuggling Adventures or Scores and Scene Bangs
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<blockquote data-quote="Manbearcat" data-source="post: 8303815" data-attributes="member: 6696971"><p>I didn't have any plans. I used this method in my Blades/DW hack playtest.</p><p></p><p>However the reason I did it is because I've been thinking about it for a good long while (Journey Skill Challenges in 4e...Journey Conflicts in Mouse Guard and Torchbearer...there are components of this in The Perilous Wilds for Dungeon World when you Journey...Transport Scores in an old Blades game with Smugglers as Crew). When it comes to Journey/Transport Adventures/Scores, there are some components that can be elided but will also absolutely enhance or stress (creating a different experience) components of play:</p><p></p><p>* Picking the route (which means there is a menu of routes to choose from and its a consequential decision-point).</p><p></p><p>* Obstacle management because (a)<em> you know the place</em> and/or (b) scouting and evading potential problems via getting the drop on it, skirting it, deceiving it, or outright rerouting.</p><p></p><p>* Being able to choose your Obstacles/manage your "complication-space" based on thematic relevance (as one would do with a player-authored Kicker/Bang)...which is basically what Devil's Bargains are.</p><p></p><p>Every other Blades Score works great in the typical Story Now spontaneous generation of obstacles and move the fiction along until Win Con/Loss Con/Abandon Score (precisely how Skill Challenges work in 4e and Conflicts in Mouse Guard). However, the physical route component and consequential player's decision-points based around (i) familiarity with the area (or not) and (ii) navigation of a multivariate menu of sequential Obstacles is missing.</p><p></p><p>And...honestly, I feel that is for the worst. Because my sense is it:</p><p></p><p>* Aids habitation for folks that shouldn't be estranged with the area and its perils/areas of interests.</p><p></p><p>* Amplifies the skillful play aspect (by bringing in an aspect - route based decision-points and all that goes into it - that is really crucial to Transport/Journey conflicts).</p><p></p><p></p><p>So, [USER=42582]@pemerton[/USER] , that is my personal answer to your above question.</p><p></p><p>EDIT - to put this another way...there is a healthy signature of the Wandering Monster Clock to this whole thing.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8303815, member: 6696971"] I didn't have any plans. I used this method in my Blades/DW hack playtest. However the reason I did it is because I've been thinking about it for a good long while (Journey Skill Challenges in 4e...Journey Conflicts in Mouse Guard and Torchbearer...there are components of this in The Perilous Wilds for Dungeon World when you Journey...Transport Scores in an old Blades game with Smugglers as Crew). When it comes to Journey/Transport Adventures/Scores, there are some components that can be elided but will also absolutely enhance or stress (creating a different experience) components of play: * Picking the route (which means there is a menu of routes to choose from and its a consequential decision-point). * Obstacle management because (a)[I] you know the place[/I] and/or (b) scouting and evading potential problems via getting the drop on it, skirting it, deceiving it, or outright rerouting. * Being able to choose your Obstacles/manage your "complication-space" based on thematic relevance (as one would do with a player-authored Kicker/Bang)...which is basically what Devil's Bargains are. Every other Blades Score works great in the typical Story Now spontaneous generation of obstacles and move the fiction along until Win Con/Loss Con/Abandon Score (precisely how Skill Challenges work in 4e and Conflicts in Mouse Guard). However, the physical route component and consequential player's decision-points based around (i) familiarity with the area (or not) and (ii) navigation of a multivariate menu of sequential Obstacles is missing. And...honestly, I feel that is for the worst. Because my sense is it: * Aids habitation for folks that shouldn't be estranged with the area and its perils/areas of interests. * Amplifies the skillful play aspect (by bringing in an aspect - route based decision-points and all that goes into it - that is really crucial to Transport/Journey conflicts). So, [USER=42582]@pemerton[/USER] , that is my personal answer to your above question. EDIT - to put this another way...there is a healthy signature of the Wandering Monster Clock to this whole thing. [/QUOTE]
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