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Tales of Xadia Public Playtest Coming Soon
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<blockquote data-quote="Umbran" data-source="post: 8189828" data-attributes="member: 177"><p>Accepting that these are only playtest rules and adventure, obviously, so there's only so much we can pull out of it with confidence....</p><p></p><p>The adventure structure it seems to be built on isn't particular to Dragon Prince. It is the general TV show structure - TV shows and movies cut back and forth between different sub-groups of their characters, doing different, but related things. </p><p></p><p>I expect that if a GM creates adventures for, and the players adhere to, what I'd call traditional "don't split the party" style, it'll play... okay? In general, the system is not designed on the basis of tracking moment by moment tactical action and resource attrition as D&D is, so that'll be a habit of approach D&D GMs may need to break.</p><p></p><p>There's also a big note here about how this isn't a game about beating things up, look at the Stress types - one is Injury, another is Exhaustion. A third is Corruption. But then the other three, fully half of the ways that characters feel the consequences of failure, are <em>emotional states</em> - Anger, Anxiety, and Fear. The way I am reading it, btw, "Anxiety" may be approximated with "Self-doubt" to differentiate it from outright Fear.</p><p></p><p>Now, some folks may balk at that, in a "you can't tell me what my character feels!" way. For one thing, I expect appliation of stress can be negotiated some - "This situation seems like it would have been frustrating, so I'm thiking the Stress will manifest as Anger. How does that sound?" For another, as far as is seen in these rules, these Stresses don't change what your character can choose to do. You can be carrying a load of Fear Stress, but still stand up against a dragon like Sturm Brightblade, if you get my meaning. The Stress determines what, narratively, are the character's sore spots of the moment.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8189828, member: 177"] Accepting that these are only playtest rules and adventure, obviously, so there's only so much we can pull out of it with confidence.... The adventure structure it seems to be built on isn't particular to Dragon Prince. It is the general TV show structure - TV shows and movies cut back and forth between different sub-groups of their characters, doing different, but related things. I expect that if a GM creates adventures for, and the players adhere to, what I'd call traditional "don't split the party" style, it'll play... okay? In general, the system is not designed on the basis of tracking moment by moment tactical action and resource attrition as D&D is, so that'll be a habit of approach D&D GMs may need to break. There's also a big note here about how this isn't a game about beating things up, look at the Stress types - one is Injury, another is Exhaustion. A third is Corruption. But then the other three, fully half of the ways that characters feel the consequences of failure, are [I]emotional states[/I] - Anger, Anxiety, and Fear. The way I am reading it, btw, "Anxiety" may be approximated with "Self-doubt" to differentiate it from outright Fear. Now, some folks may balk at that, in a "you can't tell me what my character feels!" way. For one thing, I expect appliation of stress can be negotiated some - "This situation seems like it would have been frustrating, so I'm thiking the Stress will manifest as Anger. How does that sound?" For another, as far as is seen in these rules, these Stresses don't change what your character can choose to do. You can be carrying a load of Fear Stress, but still stand up against a dragon like Sturm Brightblade, if you get my meaning. The Stress determines what, narratively, are the character's sore spots of the moment. [/QUOTE]
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