Micah Sweet
Level Up & OSR Enthusiast
How exactly does it do that?When it kills dead any opportunity I have to play the games I want to play, I'd say it hurts me rather a lot.
How exactly does it do that?When it kills dead any opportunity I have to play the games I want to play, I'd say it hurts me rather a lot.
I wish! That game sounds great!Why not play Rolemaster?
It only sounds great because it is!I wish! That game sounds great!
Fair. I was just shocked at how quickly he opened it.From what I've read, it can take a locksmith anywhere from under a minute up to 20 minutes which is why I chose the length of time I did. Apparently locks can just be stubborn sometimes.
PC went off the road to investigate something, found himself in a ditch (failed to notice it while trying to focus on his target). The ditch housed an abandoned foothold trap, his fall luckily saved him from getting caught, but clipped his boot tearing the one side in the fall.I'm trying to imagine A) why you would have a perception check to avoid stepping on something and B) what you could step on something that would do just enough damage to harm a boot but not your foot. I'm sorry, but to me that sounds like just another disconnected penalty that had nothing to do with the check. I mean, fail a check and fall into a covered pit makes sense (even if I can't remember I used that particular trope), but at least it makes sense.
This is where I'd check out by having two party members fail a climbing check and take falling damage. To imagine that happening in real doesn't pass the immersion test for me. Having a player cut their hand on the jagged rocks yes, or lose an item in the rough climb yes, suffer a minor scar (per lingering injury table) against the rockface yes etc but 2 characters falling taking silly falling damage and climbing again doesn't work for me anymore.Sometimes failing a climb check just means you take a bit of falling damage
Guards are a possible complication but yes I would need more context to just drop a guard in. If it was a wall being climbed in an urban environment, perhaps being spotted by someone taking out the trash would be more reasonable. I dunno one would need more context on the location and persons normally in the area.But I'm not going to add guards that would not have been there if you had succeeded just to add an obstacle.
Their mandatory enforcement should be opposed. Derided, hardly, but opposed? Sure.OK, now we reach the true crux of the issue. @FrogReaver'a preferences should be opposed and derided
The person demanding that their preferences be enforced, as opposed to those who want as many different things supported, but not enforced, as possible.So, tell us again who expects to be catered to exclusively?
FKR = narrativism certainly wasn't on my replies bingo card. From that reddit postI am unfamiliar with "FKR", it would help to summarize the point while referring to it. Judging from a google to this Reddit, it seems FKR is a reinvention of a pre-D&D wargame, "Free Kriegsspiel Revolution". Heh, I dont think I as a ENWorld forumer in the 2020s should have been expected to be familiar with this.
(reddit .com/r/rpg/comments/lvcjqz/a_brief_introduction_to_the_emerging_fkr_free/)
In any case, what the Reddit describes for this "FKR" seems more like the opposite of "simulationism". Indeed, it is exactly narrativist (DM narrative adjudication) with minimalist gamist mechanics (opposing 2d6), that requires "trusting the DM" rather than relying on sophisticated mechanical outcomes.
Enforced in whose game? Not yours, I'm quite sure. If in theirs, then, why are you opposed to this?The person demanding that their preferences be enforced,
Here is what he says about Pendragon, in the blog:One area that Eero Tuovinen really fails to grasp at when it comes to simulation (and I think this has been a general failure within our community but especially within the Forge) is not really grasping with the legacy of Pendragon, Ars Magica and Vampire. Particularly the way in which these games mechanics (rough as they were) helped to achieve a heightened understanding of characters' internal states. There's a legacy of embedding character mentality into the mechanics of the game to help us immerse into our characters those games brought to the table that inspired Narrativist designs, but never really got significant coverage from a theory standpoint.
If I've understood your properly, this seems to agree (at least roughly) with what I said about the "thin boundary" between "simulationism" and "narrativism" when it comes to these aspects of character psychology, and the way mechanics pick them up in various ways.I think from an agenda standpoint a large part of why I like the Narrativist games I like has to do with their adjacency to simulation of character mentality. Like the basic moves in Apocalypse World, Apocalypse Keys and Monsterhearts directly embed the same sort of modeling of character psychology we see in Vampire - The Requiem and Pendragon. I think that as much as the crucible model (even perhaps more than the crucible model) is really drove me to invest in those games.
This is where Aedhros's attitude to Alicia started to change. She hasn't become a surrogate for his dead spouse (and it would be pre-emptive to say "hasn't yet become"), but his contempt reduced and sympathy increased.We discussed how we would get through the first door, and my friend - reviewing Alicia's spells - noticed that she has Chameleon. So he decided she would turn invisible.
Chameleon is 8 actions to cast, but we were in no great hurry and so he decided to cast as carefully as possible - x8 = 64 actions to get +4D (the maximum bonus, equal to the spell's Ob 4).
With Alicia's B5 Sorcerery reduced to B4 by the lingering effects of the bad pie, this was 8 Sorcery dice. Alicia's Will of B4 was reduced to B3 by the Light wound. And she had 1D of Forte (B4 reduced to B3 by the wound, and 2 tax remaining). That was 12 dice in total, to allocate to two test against Ob 4 (casting and tax; casting patiently allows allocating Sorcery, but not Will, dice to the tax check). I think a Persona may have been put into one of the pools, but in any event both failed: she took 1 tax (and so once again fell unconscious) and the casting failure was garbled transmission. This is the first time we've ever had that result in our BW play, and we rolled diligently on the Wheel of Magic. Instead of a Control Heaven, Personal Origin, Sustained duration effect on the Caster, Alicia had created a Transmute Water, Presence Origin, Instantaneous duration Natural Effect.
We discussed a bit what this might mean. After one false start (my initial idea that she had transmute some water in the harbour went nowhere) I suggested that her eagerness for money meant that she had transformed the rain in her Presence into coins! My friend suggested low-value coins - copper pieces - and we agreed it was a 1D fund.
He then wanted Alicia to make a roll to master the new spell. We got out the Magic Burner and applied the Abstraction and Distillation rules to get an Obstacle for it - after applying the rule that includes a modification for powerful effects, it was Ob 5 and 66 actions of casting, to turn rain in the Presence of the caster into a 1D fund of copper coins. The fainting Alicia (fainting due to her tax) attempt the Ob 5 Sorcerer test to try and learn this new spell - her player got three successes, and so it is an Ob 7 spell for her.
Alicia was now lying, unconscious, in a pile of copper coins that had "rained" down on her. We agreed that Grellin, who is unused to such sorcery, was struck with awe by the Ob 7 Steel test for witnessing pronounced sorcery. Aedhros, on the other hand, could only see yet more evidence of the ill fortune and ineptitude that brings all things to ironic ruin. At least, until . . .
My friend was urging me - mightn't Aedhros have at least a hint of pity left in his heart, and be moved by Alicia's plight? Aedhros's relevant instinct, here, was Never use Song of Soothing unless compelled to - Song of Soothing being the Elven equivalent of herbalism. There was also his Belief about why he can stand Alicia's company - would that remain unshifted even seeing her so broken even as her poverty was slightly lifted?
I told my friend I would make the Song of Soothing test, and see where that led me. The obstacle for a Light wound is Ob 2, doubled for no tools. The skill is open-ended (natural Elven magic), and so despite being B3 plus 1D from my Rhyme of Rules FoRK, I was able to get my four successes and restore Alicia to consciousness. We then played out an exchange in which we both went for Mouldbreaker - Aedhros's Belief is now Only because Alicia is not entirely without capability can I endure her company. Alicia's Belief that The strong do what they may - I will do what I must to survive was changed by the fact that Aedhros had had her utterly under his power, and with coin all about her to be taken, and yet had healed her instead: now she Believes that I will be compassionate to the poor.
I want to segway this into something I have been thinking quite a bit about lately. How to feel out what players expect to happen. It is the classic "which way should the flag on a sailboat flag flap?" The realistic answer is in the direction the ship is moving (more precisely, the wind is blowing), but some video game designers found that this caused too much cognitive dissonance with players used to motor boats where it flaps backwards.This is where I'd check out by having two party members fail a climbing check and take falling damage. To imagine that happening in real doesn't pass the immersion test for me. Having a player cut their hand on the jagged rocks yes, or lose an item in the rough climb yes, suffer a minor scar (per lingering injury table) against the rockface yes etc but 2 characters falling taking silly falling damage and climbing again doesn't work for me anymore.
In the system. As I keep saying, over and over again.Enforced in whose game? Not yours, I'm quite sure. If in theirs, then, why are you opposed to this?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.