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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="JConstantine" data-source="post: 9667274" data-attributes="member: 7052620"><p>To be clear, I wasn't saying RBRB was a similar game (though the core resolution for both is a dice pool systems using ranks in a skill/action, keep the single highest result), and only mentioned it insofar that it was the catalyst for me reading Bedrock's blog, and thus becoming familiar with his approach. I will say, I don't think [USER=85555]@Bedrockgames[/USER] has explained it as well here as he could have, but this a message board, not a blogsite, and if people were genuinely interested in understanding his or [USER=13383]@robertsconley[/USER] respective approaches, they'd actually read their blogs. As it stands, [USER=7044099]@zakael19[/USER] seems to be the only one truly coming from a place of curiosity and good faith, while others are more interested in point scoring.</p><p></p><p>Your last session isn't actually relevant. What you said in that other post is literally in BitD book. Let's take a look:</p><p></p><p><em>A City Guide to Doskvol</em> starts on page 237. There's a brief timeline; a section on cultures; languages; a breakdown of Doskvol's "day" including 12 uniquely named hours; an in-fiction piece explaining electoplasm; a section on weather, calendar and season, including names for the 6 months; another in-fiction piece on food (mmm, eel and mushroom pie <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f922.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":sick:" title="Sick :sick:" data-smilie="19"data-shortname=":sick:" />), a section on law & order; the underworld; academia; the how it's haunted. Next, we get a map of the city, followed by a multipage breakdown of each district complete with landmarks, notable NPCs, typical scenes. traits like wealth and criminal influence, and a unique mechanic effect. Then we get a page of things overheard in Duskwall, including some rumours. The following page is a some rollable tables, including a rumour table.</p><p>Next segment is the factions, starting with an overview, followed by a write-up of about 2/3 of them, including NPCs, turf, situation and goals they're pursuing (i.e. events). At the end of that, we get a list of vice purveyor NPCs and their establishment, followed by a bunch of rollable tables for spinning up streets, buildings, people, devils (the game's catchall term for supernatural entities, not the D&D sort). A rollable table for generating scores, and ends with a brief overview of the Shattered Isles as a whole.</p><p></p><p>That sure looks like a fair amount of prep. It being done by the book's author rather than the GM, doesn't change that.</p><p></p><p>During character creation, players pick an NPC to friends with and another to be rivals with (the rest are neutral, but are still people the character knows), they are expected to interact with these NPCs during play and the GM is expected to incorporate them. Crew creation also has an NPC contact, but goes further by connecting the crew to other factions:</p><p></p><p></p><p>This ties the crew to the setting and forces them to interact with it.</p><p>To quote the section on Establishing Hunting Grounds: </p><p></p><p>Every part of the city is owned by someone, which means every act by the crew forces them to interact with the setting. The book confirms this:</p><p></p><p>So, yeah, "meant and expected to interact with the setting" as you put it.</p><p></p><p>Not strictly star-crossed lovers, but Blades has Djera Maha, of The Hive: </p><p></p><p>So, yeah, you described BitD.</p></blockquote><p></p>
[QUOTE="JConstantine, post: 9667274, member: 7052620"] To be clear, I wasn't saying RBRB was a similar game (though the core resolution for both is a dice pool systems using ranks in a skill/action, keep the single highest result), and only mentioned it insofar that it was the catalyst for me reading Bedrock's blog, and thus becoming familiar with his approach. I will say, I don't think [USER=85555]@Bedrockgames[/USER] has explained it as well here as he could have, but this a message board, not a blogsite, and if people were genuinely interested in understanding his or [USER=13383]@robertsconley[/USER] respective approaches, they'd actually read their blogs. As it stands, [USER=7044099]@zakael19[/USER] seems to be the only one truly coming from a place of curiosity and good faith, while others are more interested in point scoring. Your last session isn't actually relevant. What you said in that other post is literally in BitD book. Let's take a look: [I]A City Guide to Doskvol[/I] starts on page 237. There's a brief timeline; a section on cultures; languages; a breakdown of Doskvol's "day" including 12 uniquely named hours; an in-fiction piece explaining electoplasm; a section on weather, calendar and season, including names for the 6 months; another in-fiction piece on food (mmm, eel and mushroom pie :sick:), a section on law & order; the underworld; academia; the how it's haunted. Next, we get a map of the city, followed by a multipage breakdown of each district complete with landmarks, notable NPCs, typical scenes. traits like wealth and criminal influence, and a unique mechanic effect. Then we get a page of things overheard in Duskwall, including some rumours. The following page is a some rollable tables, including a rumour table. Next segment is the factions, starting with an overview, followed by a write-up of about 2/3 of them, including NPCs, turf, situation and goals they're pursuing (i.e. events). At the end of that, we get a list of vice purveyor NPCs and their establishment, followed by a bunch of rollable tables for spinning up streets, buildings, people, devils (the game's catchall term for supernatural entities, not the D&D sort). A rollable table for generating scores, and ends with a brief overview of the Shattered Isles as a whole. That sure looks like a fair amount of prep. It being done by the book's author rather than the GM, doesn't change that. During character creation, players pick an NPC to friends with and another to be rivals with (the rest are neutral, but are still people the character knows), they are expected to interact with these NPCs during play and the GM is expected to incorporate them. Crew creation also has an NPC contact, but goes further by connecting the crew to other factions: This ties the crew to the setting and forces them to interact with it. To quote the section on Establishing Hunting Grounds: Every part of the city is owned by someone, which means every act by the crew forces them to interact with the setting. The book confirms this: So, yeah, "meant and expected to interact with the setting" as you put it. Not strictly star-crossed lovers, but Blades has Djera Maha, of The Hive: So, yeah, you described BitD. [/QUOTE]
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