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QuestWorlds is coming—who else is hyped?
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<blockquote data-quote="PrunellaUK" data-source="post: 9587563" data-attributes="member: 7048285"><p>One thing I'll say, as one of the folks who helped push <em>QuestWorlds</em> out of the door, is that in practice it's not that many rolls.</p><p></p><p>The traditional TTRPG approach is that there's a story obstacle, and to get around it the players must roll lots of discrete tasks. Roll this task with this skill, then roll that task with that skill, then another, then another. And any failed roll leads to complications that can extend the number of tasks even further. Whole sessions can be spent negotiating all these task rolls.</p><p></p><p>By contrast, <em>QuestWorlds</em> wraps the whole story obstacle up in a single roll. Perhaps a roll based on a key moment in the events that highlights your PC's skill. So, succeed or fail you rapidly move past the story obstacle onto either the next bit of story, or to the consequences of failure.</p><p></p><p>It's a style of play that's very different to traditional games such as those using the BRP system. Perhaps it's not for all people.</p><p>On the downside you lose all the detailed task resolution that I know some players like. Combat is resolved much faster and gets you to the aftermath quicker, but I know some people enjoy the wargaming aspect of combat, so this might not scratch that itch as thoroughly.</p><p></p><p>Also on the downside, GMs will burn through their story faster. That might seem scary for some GMs, but this should also lead to more time and opportunities for roleplay.</p><p></p><p>On the plus side the story progresses much more rapidly. You can get through whole campaigns in non-geological time. It keeps everyone more engaged and focused on the story. It also suits epic, pulp action, and keeping the excitement and energy levels high. The emphasis is more on the GM and players jointly telling their stories.</p><p></p><p>So it's a case of choose your poison.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9587563, member: 7048285"] One thing I'll say, as one of the folks who helped push [I]QuestWorlds[/I] out of the door, is that in practice it's not that many rolls. The traditional TTRPG approach is that there's a story obstacle, and to get around it the players must roll lots of discrete tasks. Roll this task with this skill, then roll that task with that skill, then another, then another. And any failed roll leads to complications that can extend the number of tasks even further. Whole sessions can be spent negotiating all these task rolls. By contrast, [I]QuestWorlds[/I] wraps the whole story obstacle up in a single roll. Perhaps a roll based on a key moment in the events that highlights your PC's skill. So, succeed or fail you rapidly move past the story obstacle onto either the next bit of story, or to the consequences of failure. It's a style of play that's very different to traditional games such as those using the BRP system. Perhaps it's not for all people. On the downside you lose all the detailed task resolution that I know some players like. Combat is resolved much faster and gets you to the aftermath quicker, but I know some people enjoy the wargaming aspect of combat, so this might not scratch that itch as thoroughly. Also on the downside, GMs will burn through their story faster. That might seem scary for some GMs, but this should also lead to more time and opportunities for roleplay. On the plus side the story progresses much more rapidly. You can get through whole campaigns in non-geological time. It keeps everyone more engaged and focused on the story. It also suits epic, pulp action, and keeping the excitement and energy levels high. The emphasis is more on the GM and players jointly telling their stories. So it's a case of choose your poison. [/QUOTE]
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