- I looked it over. A lot of it is perfectly clear, but there are some areas that I’m not sure what happened. I’ve quoted those below.
This is vague. What is the process for rolling for encounters? What are the chances an encounter will happen? What encounters may happen?
During the Day in a Rural environment 14 or better on a 1d20.
So this was a perception check to notice the encounter from afar. You explain a lot about the timeline and location of this encounter… but not the nature of it. It seems like this is a set encounter, is that correct? Or was it a random encounter?
It was a timeline encounter. The young couple were travelling south from Woodford. The party didn't delay their departure or get sidetracked along the way. So they met at the location marked Campsite on the night of Day 2. The couple left Woodford the afternoon of Day 2.
Did you tell the players what they needed to roll for the perception check or leave that unknown?
I generally tell them what they need for success. For that roll I didn't but Brendan and Adam were briefed on how I handled skills before the video. 15 or better. In this case, the roll was for situational awareness, so I wasn't looking for a specific number I wanted to see how high Adam rolled to see how much information I gave him. He rolled a 10 or higher but not a 15 or higher. Hence I described as a human scream a 100 yards away.
Why do the specifics of this encounter matter so much to you?
Because the young couple left Woodford on the afternoon of Day 2.
No real question here, but I think your lack of familiarity with other systems shows. In Pbta, players just narrate what their characters do, too. They don’t announce moves. Some of their actions may trigger a move… but that’s just a label to describe when a roll is taking place.
So just to clarify, you’re saying that PbtA moves are essentially no different than ability checks in 5e? That something like “do something under fire” or “go aggro” is functionally equivalent to a player describing what they do and then rolling Perception or Athletics?
From what I’ve read in PbtA (specifically Apocalypse World 2e), moves are specific mechanics that only trigger when something particular happens in the fiction, like threatening someone, acting under pressure, or reading a situation. They’re not general-purpose checks. The outcomes are structured, with each result pushing the fiction forward in a way that fits the genre and tone of the game.
Yes, both systems involve players narrating their characters’ actions, but the mechanics that follow, and how they’re framed, are quite different. That’s not just an aesthetic distinction; it reflects a fundamental difference in design philosophy.
Honestly, if I claimed that PbtA moves and 5e skill checks were equivalent, I suspect many PbtA players would strongly disagree. I’d be curious to hear if others familiar with both mechanics see them as functionally interchangeable, as you stated.
That all strikes me as odd… a horse charging that far and still catching the bandits by surprise. And the fact that the woman was being held by one of them would have, if I was a player, made me hesitate to make such a bold move for fear of her safety.
Maybe this is just a result of using this specific system?
He was able to get within 50 yards before charging and a horse in my Majestic Fantasy Rules can move 60 yards a round (180'). Moreso he was knight , a class specific to my Majestic Fantasy rules and thus trained as a mounted warrior. In short he felt he had he situation covered and acted accordingly. But things could have go wrong he could rolled a nat 1. He could have missed one or both ruffians he acting. The odd were in his favor but not certain.
Why not use any social rolls at all? Was there any doubt about the interaction?
Not sure what you getting at. you did understand I was discussing the times I was running the adventure and generalizing the results.
What was the skill used to forge the document? How was the DC determined? Was this provided to the players? Did they receive just a single roll or could they have attempted it again? I would think a forgery roll would be allowed only once… but I’m curious if you agree.
There is no DC the player rolls and see how high they get. That becomes the DC for the document to be detected as a forgery. If they are willing to spend the time and resources they can try to forge another version of the document.
Well, it’s hard to say for sure… some moments of play seem very similar, though perhaps different mechanics are used. The combat certainly would have played differently in BW or most PbtA games. Seems pretty similar to 5e, especially with dis/advantage mechanics and the same general. Process of d20 plus modifiers to exceed a target, along with initiative and surprise.
I don’t know if I agree with that… it seems pretty authored to me. But I also acknowledge this is a one shot, and that likely plays a big part in that.
The requirement of first person declaration is an aesthetic choice. I’m not sure why it seems so important to you… but it’s certainly fine as preferences go. I don’t demand that of players, and when I play, I freely slip from first to third and back. That’s not something I consider all that important… so it’s an interesting difference.
Certainly everything that happened as far as what was transcripted seemed plausible. I’m not sure where the world continuity came into play… is that the importance of the location of the encounter with the bandits and the young lovers?
All in all, it seems like a perfectly fine example of trad style RPGing. I don’t know if it’s the nature of the one-shot or what, but I’m not really getting the living world element from this example.
If you look at the actual transcript, you’ll notice how much of the session plays out through first-person roleplay without mechanical interruption. There are extended stretches, tavern scenes, court interactions, planning, negotiation where no dice are rolled, and everything progresses based on in-character dialogue, player decisions, and world-state logic.
That’s not just aesthetic. That’s a procedural and structural difference in how the game is run.
You made little to no comment on:
- The roleplaying at the court.
- The roleplaying among the players before they left.
- The interaction with the pilgrim at the tavern
Instead, you focused almost entirely on the mechanical resolution in one scene (the lovers) and the aftermath. Your comments on the mechanics showed a lack of engagement with the way first-person roleplaying shaped the situation. And your question about forgery didn't account for the fact that I was discussing how different groups handled it across multiple sessions.
Looking at your reply, it seems you approached my actual play write-up like a system analysis document, filtering everything through the lens of mechanical triggers and resolution structures. That’s fine as a preference, but it misses what the session was actually showing: that first-person declaration, consistent world logic, and continuity of events were doing the heavy lifting in how play unfolded.
Given your knowledge and participation here on the forum, I’m surprised that didn’t come through more clearly.