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Martial Practices how can we fix them, systematically?
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<blockquote data-quote="Manbearcat" data-source="post: 7042859" data-attributes="member: 6696971"><p>Well, in this case, you're talking about design (which is the point of this thread I believe), so topical, as well as play procedures. However, I would say this on the design of Secret of the City:</p><p></p><p>If it is going to open up Arcana, History, and Religion as Streetwise checks with no prerequisite (in this case a prior successful Streetwise in the settlement), then it needs to be rationed at Encounter frequency rather than At-Will. </p><p></p><p>If you redesigned the power in your vision (and moved it from A-W to E), I would have no problem with it.</p><p></p><p>I'll include the procedure part of things with the below:</p><p></p><p></p><p></p><p>Here is my take on 4e Skill Challenge:</p><p></p><p>1) Framework-wise and procedurally, they are basically Cortex+ closed scene resolution. The PCs have a certain stress die (in SC's case, it always 3) and the obstacle/opposition has a certain stress die (from 4 to 6 to 8 to 10 to 12). Once one side is "stressed out", the other side achieves their goal and the losing side loses what is at stake.</p><p></p><p>2) From a technique and principle perspective, they are basically Powered By the Apocalypse (the closest analog being Dungeon World). Strike! rips this directly from PBtA (and, of course, 4e). In DW a move is triggered when a certain fictional positioning becomes manifest:</p><p></p><p>a) You act despite an imminent threat or suffer a calamity (Defy Danger)</p><p>b) You consult your accumulated knowledge about something (Spout Lore)</p><p>c) You have leverage on a GM Character and manipulate them (Parley)</p><p>d) You settle in to rest. Consume a ration (Make Camp which requires no roll). If you’re somewhere dangerous decide the watch order and Take Watch (another move).</p><p></p><p>Just like 4e, Dungeon World's GMs must "fill their (the PCs) lives with adventure" and "think dangerous". The 4e analog is "go to the action." Technique-wise GMs in both games (and in Strike!) are only having the PC roll the dice if something interesting/dangerous will result from failure. You roll dice and fail, something is happening. The situation is changing. That is fundamental to play (Failure, or success with cost/setback/hard choice in PBtA, is primarily how play/fiction snowballs).</p><p></p><p>So, if the players take an Extended Rest under conflict-neutral, non-dangerous circumstances (which would trigger "Make Camp" if in the wild but no danger is present, or the "Recover" move where you're in comfort and safety, in DW), they don't roll dice. They just get it. That is the case a fair bit of the time. However, if there is danger or conflict lurking, then we're rolling some dice to find out what happens. In 4e, if things go wrong we go right to an Action Scene. In DW (and Strike!), I make a move that the characters won't like (but the players will because danger and adventure are the point of play!) and play snowballs from there!</p><p></p><p></p><p></p><p>No check made. Merely action declaration "Take us to the 89th Layer...the shore of the Shadowsea where Dagon rules from the depths" and coin spent from the players level -1 coin pool. They were here...now they are there...with all potential Action Scenes in between transitioned. That is why I compare it to Cortex+ Transition Scene mechanics. Brief interlude, quick action declaration, whatever resolution is required (in this case coin spent) and we transition directly to the next Action Scene.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7042859, member: 6696971"] Well, in this case, you're talking about design (which is the point of this thread I believe), so topical, as well as play procedures. However, I would say this on the design of Secret of the City: If it is going to open up Arcana, History, and Religion as Streetwise checks with no prerequisite (in this case a prior successful Streetwise in the settlement), then it needs to be rationed at Encounter frequency rather than At-Will. If you redesigned the power in your vision (and moved it from A-W to E), I would have no problem with it. I'll include the procedure part of things with the below: Here is my take on 4e Skill Challenge: 1) Framework-wise and procedurally, they are basically Cortex+ closed scene resolution. The PCs have a certain stress die (in SC's case, it always 3) and the obstacle/opposition has a certain stress die (from 4 to 6 to 8 to 10 to 12). Once one side is "stressed out", the other side achieves their goal and the losing side loses what is at stake. 2) From a technique and principle perspective, they are basically Powered By the Apocalypse (the closest analog being Dungeon World). Strike! rips this directly from PBtA (and, of course, 4e). In DW a move is triggered when a certain fictional positioning becomes manifest: a) You act despite an imminent threat or suffer a calamity (Defy Danger) b) You consult your accumulated knowledge about something (Spout Lore) c) You have leverage on a GM Character and manipulate them (Parley) d) You settle in to rest. Consume a ration (Make Camp which requires no roll). If you’re somewhere dangerous decide the watch order and Take Watch (another move). Just like 4e, Dungeon World's GMs must "fill their (the PCs) lives with adventure" and "think dangerous". The 4e analog is "go to the action." Technique-wise GMs in both games (and in Strike!) are only having the PC roll the dice if something interesting/dangerous will result from failure. You roll dice and fail, something is happening. The situation is changing. That is fundamental to play (Failure, or success with cost/setback/hard choice in PBtA, is primarily how play/fiction snowballs). So, if the players take an Extended Rest under conflict-neutral, non-dangerous circumstances (which would trigger "Make Camp" if in the wild but no danger is present, or the "Recover" move where you're in comfort and safety, in DW), they don't roll dice. They just get it. That is the case a fair bit of the time. However, if there is danger or conflict lurking, then we're rolling some dice to find out what happens. In 4e, if things go wrong we go right to an Action Scene. In DW (and Strike!), I make a move that the characters won't like (but the players will because danger and adventure are the point of play!) and play snowballs from there! No check made. Merely action declaration "Take us to the 89th Layer...the shore of the Shadowsea where Dagon rules from the depths" and coin spent from the players level -1 coin pool. They were here...now they are there...with all potential Action Scenes in between transitioned. That is why I compare it to Cortex+ Transition Scene mechanics. Brief interlude, quick action declaration, whatever resolution is required (in this case coin spent) and we transition directly to the next Action Scene. [/QUOTE]
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