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QuestWorlds is coming—who else is hyped?
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<blockquote data-quote="Autumnal" data-source="post: 9596796" data-attributes="member: 6671663"><p>Sure, with the note that I know the first of your examples pretty well but the second effectively barely at all. Some things about Cortex fall through holes in my head and so not stick. Also, Sunset says hi; she’s nuzzling my hand and the phone vigorously ( [MEDIA=imgur]a/iiIZtPb[/MEDIA] ). Pardon any typos. </p><p></p><p>Things in QW don’t have stats. They have descriptions. As seems appropriate, the GM can make notes for NPCs on their appearance and background, their motives as individuals and members of factions, particular strengths and weaknesses that might serve as abilities and flaws, and like that. The same is true for any other element of the scene setting that the GM may want to call attention to. The GM considers all of these as compared to how the PCs are going about facing the obstacles in their way (this is what ability scores measure: how effective they are at overcoming obstacles), any special assets internal or external they have at the moment, and if the GM is inclined that way, where they are in an arc of movement toward their goal. Then the GM sets a single difficulty summing up the referee to which stuff in scene will be hard or easy to overcome for characters doing the stuff their players choose for them do. </p><p></p><p>There are definitely resonances of this with 4e, what I understand Cortex to be doing, Over the Edge, and like that. Robin Laws, Rob Heinsoo, Csm Banks, and Jonathan Tweet have all been friends a long time, who keep in regular touch, brainstorm together, critique each others’ manuscripts when time allows, compare ugly shirts at conventions, play in each others’ games when they can. They all want to do cool new things and have overlapping senses of coolness and newness. </p><p></p><p>For me, QW feels like the furthest in this particular design possibility, and it’s congenial to my mind because I can more easily keep many descriptive details in mind than I can with a bunch of numbers. In practice, I’ve seldom found that I can keep enough sets of descriptive quantification in mind for them to feel more rewarding in some way than the QW approach, and they even when I can, the effort tires me out soon. It’s just plain more fun for me.</p></blockquote><p></p>
[QUOTE="Autumnal, post: 9596796, member: 6671663"] Sure, with the note that I know the first of your examples pretty well but the second effectively barely at all. Some things about Cortex fall through holes in my head and so not stick. Also, Sunset says hi; she’s nuzzling my hand and the phone vigorously ( [MEDIA=imgur]a/iiIZtPb[/MEDIA] ). Pardon any typos. Things in QW don’t have stats. They have descriptions. As seems appropriate, the GM can make notes for NPCs on their appearance and background, their motives as individuals and members of factions, particular strengths and weaknesses that might serve as abilities and flaws, and like that. The same is true for any other element of the scene setting that the GM may want to call attention to. The GM considers all of these as compared to how the PCs are going about facing the obstacles in their way (this is what ability scores measure: how effective they are at overcoming obstacles), any special assets internal or external they have at the moment, and if the GM is inclined that way, where they are in an arc of movement toward their goal. Then the GM sets a single difficulty summing up the referee to which stuff in scene will be hard or easy to overcome for characters doing the stuff their players choose for them do. There are definitely resonances of this with 4e, what I understand Cortex to be doing, Over the Edge, and like that. Robin Laws, Rob Heinsoo, Csm Banks, and Jonathan Tweet have all been friends a long time, who keep in regular touch, brainstorm together, critique each others’ manuscripts when time allows, compare ugly shirts at conventions, play in each others’ games when they can. They all want to do cool new things and have overlapping senses of coolness and newness. For me, QW feels like the furthest in this particular design possibility, and it’s congenial to my mind because I can more easily keep many descriptive details in mind than I can with a bunch of numbers. In practice, I’ve seldom found that I can keep enough sets of descriptive quantification in mind for them to feel more rewarding in some way than the QW approach, and they even when I can, the effort tires me out soon. It’s just plain more fun for me. [/QUOTE]
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