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Stonetop RPG - Session post-mortems
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<blockquote data-quote="Manbearcat" data-source="post: 8718164" data-attributes="member: 6696971"><p>Nearly 5 months into running Stonetop, I just wanted to say a few things that are critiques:</p><p></p><p>1) The "Take +1/-1" of Apocalypse World and Dungeon World is significantly better than Stonetop's Advantage/Disadvantage because, combined with the myriad of ways to get Advantage and the low threshold for the Aid (and low risk because 10+ hits far too much) move, the latter skews the results upwards too much toward 10+ results.</p><p></p><p>Hopefully, the live version resolves this by simply<strong> changing Adv/Disadv back to Take +1/-1.</strong> Best/Worst of 2 is great for damage (a la DW), but its not great for move resolution. <strong>The Stonetop Aid move with actual risk (eg you're apt to hit 7-9 and suffer the same cost as the person your aiding) would then be fine (and an improvement over DW's roll bond for Aid) so keep that along with the change above.</strong></p><p></p><p>2) Struggle as One (Group Move) is a problem. 7-9 needs to be Success w/ Cost/Consequence. As Struggle as One is presently instantiated, 7-9 result total for the group is "you pull your weight" (so everything is fine) and this tends profoundly toward Struggle as One (again, as with Advantage above) yielding the "you get what you want" outcome reserved for 10+ in classic AW/DW.</p><p></p><p>I would resolve this by <strong>treating 7-9 Struggle as One result as actual Succes w/ Cost/Consequence</strong> which would mean that virtually every group move is a 7-9 (7-9 is "the best result" for these games).</p><p></p><p>3) The Blades in the Dark derived Loadout just doesn't do the work for expressing the "scarcity vs abundance" theme of this game. Its tough to punish players with gear related consequences because they just don't have the teeth that they do in Dungeon World where you have a persistent through line of Gear/Coin/Inventory that you have to manage.</p><p></p><p>Easy resolution is to <strong>go back to the Dungeon World model of Gear/Coin/Inventory</strong> management which is quite good for the intended "scarcity vs abundance" thematic pressure point.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8718164, member: 6696971"] Nearly 5 months into running Stonetop, I just wanted to say a few things that are critiques: 1) The "Take +1/-1" of Apocalypse World and Dungeon World is significantly better than Stonetop's Advantage/Disadvantage because, combined with the myriad of ways to get Advantage and the low threshold for the Aid (and low risk because 10+ hits far too much) move, the latter skews the results upwards too much toward 10+ results. Hopefully, the live version resolves this by simply[B] changing Adv/Disadv back to Take +1/-1.[/B] Best/Worst of 2 is great for damage (a la DW), but its not great for move resolution. [B]The Stonetop Aid move with actual risk (eg you're apt to hit 7-9 and suffer the same cost as the person your aiding) would then be fine (and an improvement over DW's roll bond for Aid) so keep that along with the change above.[/B] 2) Struggle as One (Group Move) is a problem. 7-9 needs to be Success w/ Cost/Consequence. As Struggle as One is presently instantiated, 7-9 result total for the group is "you pull your weight" (so everything is fine) and this tends profoundly toward Struggle as One (again, as with Advantage above) yielding the "you get what you want" outcome reserved for 10+ in classic AW/DW. I would resolve this by [B]treating 7-9 Struggle as One result as actual Succes w/ Cost/Consequence[/B] which would mean that virtually every group move is a 7-9 (7-9 is "the best result" for these games). 3) The Blades in the Dark derived Loadout just doesn't do the work for expressing the "scarcity vs abundance" theme of this game. Its tough to punish players with gear related consequences because they just don't have the teeth that they do in Dungeon World where you have a persistent through line of Gear/Coin/Inventory that you have to manage. Easy resolution is to [B]go back to the Dungeon World model of Gear/Coin/Inventory[/B] management which is quite good for the intended "scarcity vs abundance" thematic pressure point. [/QUOTE]
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