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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8651398" data-attributes="member: 42582"><p>Right. That particular bit of Torchbearer is just straight-down-the-line Burning Wheel. It's all about colour. But whereas BW uses that colour to support character-driven "story now", TB uses it to support character-oriented "step on up". It's noteworthy that the TB rulebooks come right out and say "Don't always have the best lockpicker open the safe" and there are rules in the conflict-resolution subsystem to support that (as my players found out when the one with no Fighter skill had to try and fight off the ley-line-mutated moles in the Tower of Stars).</p><p></p><p>[USER=6696971]@Manbearcat[/USER] - what you say about PC vs PC in BitD seems pretty similar to Burning Wheel. In BW the subsystems and so on are the same, except the GM shouldn't "say 'yes'" to one player if another player thinks there is something at stake! Nothing in what I posted just above about the race through the catacombs would have changed if the NPC was a PC, except that I might have framed a scene after she recovered from the drugs to establish what her player wanted her to do.</p><p></p><p>In another BW game, my PC wanted to murder an innkeeper and the other PC wanted to stop that. The other player insisted I make a Steel check to kill in cold blood: I agreed, and rolled, and failed, and hesitated for 4 heartbeats which was just enough time for the other PC to cast Persuasion. So I didn't murder the innkeeper; I just took his cashbox. It worked pretty much like John Harper says it should!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8651398, member: 42582"] Right. That particular bit of Torchbearer is just straight-down-the-line Burning Wheel. It's all about colour. But whereas BW uses that colour to support character-driven "story now", TB uses it to support character-oriented "step on up". It's noteworthy that the TB rulebooks come right out and say "Don't always have the best lockpicker open the safe" and there are rules in the conflict-resolution subsystem to support that (as my players found out when the one with no Fighter skill had to try and fight off the ley-line-mutated moles in the Tower of Stars). [USER=6696971]@Manbearcat[/USER] - what you say about PC vs PC in BitD seems pretty similar to Burning Wheel. In BW the subsystems and so on are the same, except the GM shouldn't "say 'yes'" to one player if another player thinks there is something at stake! Nothing in what I posted just above about the race through the catacombs would have changed if the NPC was a PC, except that I might have framed a scene after she recovered from the drugs to establish what her player wanted her to do. In another BW game, my PC wanted to murder an innkeeper and the other PC wanted to stop that. The other player insisted I make a Steel check to kill in cold blood: I agreed, and rolled, and failed, and hesitated for 4 heartbeats which was just enough time for the other PC to cast Persuasion. So I didn't murder the innkeeper; I just took his cashbox. It worked pretty much like John Harper says it should! [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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