Manbearcat
Legend
Thank you, this is the sort of detailed analysis I'm interested in. For D&D I would say the switching has been there, but isn't at all formalized, and the approaches people have developed are ad-hoc and, as you've said, difficult to pull off. To use @Manbearcat's language, there is conflict at the (many) points of contact?
I agree that Torchbearer is transparent, but I can't say that the whole thing works for me. I am constantly aware of the tension of the Grind conflicting with my understanding of how time passes, to give just one example, and at certain moments in our sessions I have felt them actively clash. What I do find interesting and engaging is how, for example, belief/creed/traits/etc. feed into the more Gamist mechanics.
For 4e I can see some of this. My play experience was limited to the one campaign though, in which combats generally did feel like "ablating Team Monster HP to 0". So boring. But outside of combats it was a blast.
Would you care to discuss how Stonetop manages its particular combo?
Sounds like you’re bumping up against some of Torchbearer’s Gamist trappings with some of your own Process Sim proclivities!
I would say that the best way to resolve the torch thing in a wilderness crawl (which has been the overwhelming bulk of our Turns thus far) would be to (a) just consider the time elided due to the size of a lot of the Turns and (b) imagine Jasper, Jakob, Awanye et al dousing and rekindling their torches/burning and saving their fuel as the moon waxes or is obscured by clouds. We’re only zooming in on chunky moments of play (what a Turn is), so in those moments the flames have been rekindled offscreen!
As far as Stonetop goes, we’ve got a thread here with a lot of stuff in it early (though it hasn’t been updated recently). Feel free to go check it out and ask questions about whatever you find interesting and I/we’ll answer!
You know everyone playing except Sara. If you want to watch a session, we’re resolving @Ovinomancer and @hawkeyefan ’s expedition this Thursday. Universally, except the first session after Summer Settled Across the Land (a game move), the 4 players have split up to pursue various Opportunities or resolve Threats.