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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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<blockquote data-quote="Manbearcat" data-source="post: 8808944" data-attributes="member: 6696971"><p>Just going to post some thoughts that are pertinent to this thread I think.</p><p></p><p>So I ran John Harper's 1 page RPG Lasers & Feelings last week for [USER=16586]@Campbell[/USER] , [USER=6785785]@hawkeyefan[/USER] , and Ovinomancer (who can no longer post commentary unfortunately). Its has the following characteristics:</p><p></p><p>* <a href="http://lumpley.com/index.php/anyway/thread/594" target="_blank">Its uses a version of only Apocalypse World's absolutely outer/most basic layer of its concentric design (1 of VB's linked page).</a></p><p></p><p>* Its like pulp Star Trek/Firefly.</p><p></p><p>* PC generation is simple. You have two tags (Style like "Dangerous" and Role like "Scientist"), a number 2 to 5 to represent your Lasers (science, reason, etc) and Feelings (rapport, passion) and you have to roll under for Lasers and over for Feelings to determine total successes (which is handled like Blades; crit success, success, success with complications, failure) and Lasers and Feelings = on the number (where you get to ask a question, get an answer, and maybe reframe and reroll your action). A small dice pool is generated based on exerpt/tag application, if you're prepared, +1d6 default.</p><p></p><p>* You then create your Ship with two tags; a Strenght and a Problem.</p><p></p><p>* Obviously (being a 1 page RPG) its extremely light. The GM/table generates a situation based on 4 rolls (each d6) that fills in the blanks of the a statement; "A Threat..." "wants to..." "the..." "which will..." Outside of that, it leverages the most basic and stripped-down version of AW's agenda/principles/always say. Its sufficient to manage a one-shot, but it requires a whole lot of "blank-filling" because it is so rules lite.</p><p></p><p></p><p>As a result of this, I find myself dealing with questions that the simple text doesn't answer like "when is a PC knocked out of a scene" or "what constitutes <em>prepared </em>and how does that interact with the <em>Laser Feelings</em> action resolution part of the game (if you roll your number you effectively get a free <em>Read a Sitch</em> from AW question and you can act on the answers) so that you get +1d" or "how does your gear impact play (both in action resolution and in consequence handling)" or "how do I diagnose what 'the action' (so that I can cut to it) is if two players feel the action is about the possessed captain, the default set-up, and two others think its about the generated situation...how do we resolve" and a few others.</p><p></p><p>The game is totally feasible as a one shot and we had a decent time. But make no mistake, I had to rely upon my knowledge of AW and the like in order to manage certain aspects of play. Further, I think it makes the case fairly strongly that while it is a complete, playable game (supporting VB's statement that the outer core of AW is a complete, playable game), it is only such for a 3-4 scene one shot...which is fine, because that is typically the case for 1 page RPGs.</p><p></p><p>I think this diagnosis about a game which is hyper-simple, yet elegant and easy-to-suss out and operationalize broadly bears on the questions of "starter set" and "essentials kit" for D&D (which tends toward wanting to streamline and distill the fundamental D&D experience). You have to be careful what you take out and how intensely you streamline. Otherwise, you become reliant upon a GM's reservoir of knowledge outside of the streamlined text (and even with a significant reservoir to rely upon, there still might be pending issues due to various system and play collisions).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8808944, member: 6696971"] Just going to post some thoughts that are pertinent to this thread I think. So I ran John Harper's 1 page RPG Lasers & Feelings last week for [USER=16586]@Campbell[/USER] , [USER=6785785]@hawkeyefan[/USER] , and Ovinomancer (who can no longer post commentary unfortunately). Its has the following characteristics: * [URL='http://lumpley.com/index.php/anyway/thread/594']Its uses a version of only Apocalypse World's absolutely outer/most basic layer of its concentric design (1 of VB's linked page).[/URL] * Its like pulp Star Trek/Firefly. * PC generation is simple. You have two tags (Style like "Dangerous" and Role like "Scientist"), a number 2 to 5 to represent your Lasers (science, reason, etc) and Feelings (rapport, passion) and you have to roll under for Lasers and over for Feelings to determine total successes (which is handled like Blades; crit success, success, success with complications, failure) and Lasers and Feelings = on the number (where you get to ask a question, get an answer, and maybe reframe and reroll your action). A small dice pool is generated based on exerpt/tag application, if you're prepared, +1d6 default. * You then create your Ship with two tags; a Strenght and a Problem. * Obviously (being a 1 page RPG) its extremely light. The GM/table generates a situation based on 4 rolls (each d6) that fills in the blanks of the a statement; "A Threat..." "wants to..." "the..." "which will..." Outside of that, it leverages the most basic and stripped-down version of AW's agenda/principles/always say. Its sufficient to manage a one-shot, but it requires a whole lot of "blank-filling" because it is so rules lite. As a result of this, I find myself dealing with questions that the simple text doesn't answer like "when is a PC knocked out of a scene" or "what constitutes [I]prepared [/I]and how does that interact with the [I]Laser Feelings[/I] action resolution part of the game (if you roll your number you effectively get a free [I]Read a Sitch[/I] from AW question and you can act on the answers) so that you get +1d" or "how does your gear impact play (both in action resolution and in consequence handling)" or "how do I diagnose what 'the action' (so that I can cut to it) is if two players feel the action is about the possessed captain, the default set-up, and two others think its about the generated situation...how do we resolve" and a few others. The game is totally feasible as a one shot and we had a decent time. But make no mistake, I had to rely upon my knowledge of AW and the like in order to manage certain aspects of play. Further, I think it makes the case fairly strongly that while it is a complete, playable game (supporting VB's statement that the outer core of AW is a complete, playable game), it is only such for a 3-4 scene one shot...which is fine, because that is typically the case for 1 page RPGs. I think this diagnosis about a game which is hyper-simple, yet elegant and easy-to-suss out and operationalize broadly bears on the questions of "starter set" and "essentials kit" for D&D (which tends toward wanting to streamline and distill the fundamental D&D experience). You have to be careful what you take out and how intensely you streamline. Otherwise, you become reliant upon a GM's reservoir of knowledge outside of the streamlined text (and even with a significant reservoir to rely upon, there still might be pending issues due to various system and play collisions). [/QUOTE]
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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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