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<blockquote data-quote="pemerton" data-source="post: 8410403" data-attributes="member: 42582"><p>I'll chalk this one up to <em>there's no accounting for taste</em>, if that's OK with you!</p><p></p><p></p><p>There's a lot here!</p><p></p><p>Starting with the mechanics <em>not simulating the world</em> - they don't (in, say, the RQ or RM sense) but also they do. Why is there a custom move when we try to shortcut through Dremmer's territory? Why do we have a move for <em>acting under fire</em> but not for <em>climbing up a scree slope</em> - so the latter may just trigger GM narration unless it <em>also</em>, for some <em>other </em>reason in the fiction, counts as <em>acting under fire</em>? These are all used to establish the setting.</p><p></p><p>Look at Classic Traveller, and reword the mechanics a bit. <em>When you try a non-ordinary manoeuvre in a vacc-suit, throw 10+ (+4 per level of vacc suit expertise)</em>. If you fail, the referee will tell you what sort of trouble you're in. <em>Throw 7+ to remedy the situation (-4 if no vacc suit expertise; +2 per level of vacc suit expertise)</em>. If you fail, the referee will tell you the consequence - and you won't like it!</p><p></p><p>Likewise <em>When you try to make contact for the purposes of obtaining information, hiring persons, purchasing contraband or stolen goods, etc, make a throw dictated by the referee (eg the name of an official willing to issue licenses without hassle = 5+, the location of high quality guns at a low price = 9+; -5 if no Streetwise expertise; +1 per level of Streetwise expertise). </em>Close-knit sub-cultures (such as some portions of the lower classes, and trade groups such as workers, the underworld, etc) generally reject contact with strangers or unknown elements; if you fail, the referee will tell you how they have rejected you.</p><p></p><p><em><em>When you pilot your air/raft in a chase, throw 5+ (+1 per level of air/raft expertise)</em></em>; if you fail, the referee will tell you what mishap ensues.<em> When you jump out of a starsystem in your starship, make a throw [actual number required varies a bit between 1977 and 1981 versions) to avoid drive failure</em>.</p><p></p><p>I hope that gives the idea. I remember back in the 80s reading stuff in White Dwarf critiquing the lack of a general resolution framework in Traveller, and offering suggestions to make it more like RQ or RM (which do have such a framework). But looking at it now, and having played quite a bit of it (using the 1977 chassis) over the past few years, I see the various baroque subsystems as a strength: each is a little PbtA-style move that focuses on some bit of the action that <em>matters</em> for science fiction adventure in the far future. It's not as elegant as PbtA - it doesn't exploit the 2d6 maths in the same way, and tends to lack the two steps forward/one step back aspect of the PbtA 7-9 results - but I think it's there in a proto-form. And is (in my view) very playable in that sort of fashion.</p><p></p><p>Trying to pick up on some of your other points:</p><p></p><p>The integration of combat and non-combat is found in earlier systems too: Prince Valiant to a significant extent; Maelstrom Storytelling; HeroWars/Quest; as an option in Burning Wheel (using intent and task, or Bloody Versus); and of course in Baker's earlier games like DitV and In A Wicked Age. I think the PbtA innovation in this respect is taking that approach out of the scene-framed context that looms large in those other systems, and instead locating it in an <em>if you do it, you do it </em>framework.</p><p></p><p>On prep: I think Burning Wheel is a low-prep game (unless you count "burning" NPCs and monsters; but it has no prep of plot or even events really) that strongly rewards play in its prescribed low-prep way, and it predates AW. Prince Valiant doesn't promote itself as low-prep, but can be run like that. And so can Classic Traveller, especially taking advantage of its content-generation tools (random patron encounters, random worlds, etc). In A Wicked Age doesn't require prep beyond a "game setup" phase (that is much quicker than what I understand Fate's to be!). I tend to see this as an area where AW is at the lower end of innovation, personally.</p><p></p><p>What I see as perhaps the greatest, or at least culturally most important, innovation in AW is <em>so clearly stating the principles that are meant to govern the GM's role</em>. That the GM will <em>announce future badness</em> or <em>misdirect</em> by <em>not speaking the name of the move they make </em>is not new, from the point of view of technique. But <em>spelling it out</em> is a new thing.</p><p></p><p>Burning Wheel is very clear, by the standards of a RPG text, on how it is to be run. But its advice to the GM on how to narrate consequences of failure doesn't really go beyond <em>focus on the intent rather than the task</em>. (The Adventure Burner goes further.) Baker, on the other hand, really drills down into significant varieties of GM-fiction-introduction. One consequence in BW might be <em>taking away their stuff </em>(losing gear, having tools break, etc is clearly a part of the game), but Luke Crane doesn't actually come out and give you this thought-out list of consequences you might narrate on a failure.</p><p></p><p>Like I said upthread, I'm in no way wanting to deny the brilliance of AW as a game or Baker as a designer.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8410403, member: 42582"] I'll chalk this one up to [I]there's no accounting for taste[/I], if that's OK with you! There's a lot here! Starting with the mechanics [I]not simulating the world[/I] - they don't (in, say, the RQ or RM sense) but also they do. Why is there a custom move when we try to shortcut through Dremmer's territory? Why do we have a move for [I]acting under fire[/I] but not for [I]climbing up a scree slope[/I] - so the latter may just trigger GM narration unless it [I]also[/I], for some [I]other [/I]reason in the fiction, counts as [I]acting under fire[/I]? These are all used to establish the setting. Look at Classic Traveller, and reword the mechanics a bit. [I]When you try a non-ordinary manoeuvre in a vacc-suit, throw 10+ (+4 per level of vacc suit expertise)[/I]. If you fail, the referee will tell you what sort of trouble you're in. [I]Throw 7+ to remedy the situation (-4 if no vacc suit expertise; +2 per level of vacc suit expertise)[/I]. If you fail, the referee will tell you the consequence - and you won't like it! Likewise [I]When you try to make contact for the purposes of obtaining information, hiring persons, purchasing contraband or stolen goods, etc, make a throw dictated by the referee (eg the name of an official willing to issue licenses without hassle = 5+, the location of high quality guns at a low price = 9+; -5 if no Streetwise expertise; +1 per level of Streetwise expertise). [/I]Close-knit sub-cultures (such as some portions of the lower classes, and trade groups such as workers, the underworld, etc) generally reject contact with strangers or unknown elements; if you fail, the referee will tell you how they have rejected you. [I][I]When you pilot your air/raft in a chase, throw 5+ (+1 per level of air/raft expertise)[/I][/I]; if you fail, the referee will tell you what mishap ensues.[I] When you jump out of a starsystem in your starship, make a throw [actual number required varies a bit between 1977 and 1981 versions) to avoid drive failure[/I]. I hope that gives the idea. I remember back in the 80s reading stuff in White Dwarf critiquing the lack of a general resolution framework in Traveller, and offering suggestions to make it more like RQ or RM (which do have such a framework). But looking at it now, and having played quite a bit of it (using the 1977 chassis) over the past few years, I see the various baroque subsystems as a strength: each is a little PbtA-style move that focuses on some bit of the action that [I]matters[/I] for science fiction adventure in the far future. It's not as elegant as PbtA - it doesn't exploit the 2d6 maths in the same way, and tends to lack the two steps forward/one step back aspect of the PbtA 7-9 results - but I think it's there in a proto-form. And is (in my view) very playable in that sort of fashion. Trying to pick up on some of your other points: The integration of combat and non-combat is found in earlier systems too: Prince Valiant to a significant extent; Maelstrom Storytelling; HeroWars/Quest; as an option in Burning Wheel (using intent and task, or Bloody Versus); and of course in Baker's earlier games like DitV and In A Wicked Age. I think the PbtA innovation in this respect is taking that approach out of the scene-framed context that looms large in those other systems, and instead locating it in an [I]if you do it, you do it [/I]framework. On prep: I think Burning Wheel is a low-prep game (unless you count "burning" NPCs and monsters; but it has no prep of plot or even events really) that strongly rewards play in its prescribed low-prep way, and it predates AW. Prince Valiant doesn't promote itself as low-prep, but can be run like that. And so can Classic Traveller, especially taking advantage of its content-generation tools (random patron encounters, random worlds, etc). In A Wicked Age doesn't require prep beyond a "game setup" phase (that is much quicker than what I understand Fate's to be!). I tend to see this as an area where AW is at the lower end of innovation, personally. What I see as perhaps the greatest, or at least culturally most important, innovation in AW is [I]so clearly stating the principles that are meant to govern the GM's role[/I]. That the GM will [I]announce future badness[/I] or [I]misdirect[/I] by [I]not speaking the name of the move they make [/I]is not new, from the point of view of technique. But [I]spelling it out[/I] is a new thing. Burning Wheel is very clear, by the standards of a RPG text, on how it is to be run. But its advice to the GM on how to narrate consequences of failure doesn't really go beyond [I]focus on the intent rather than the task[/I]. (The Adventure Burner goes further.) Baker, on the other hand, really drills down into significant varieties of GM-fiction-introduction. One consequence in BW might be [I]taking away their stuff [/I](losing gear, having tools break, etc is clearly a part of the game), but Luke Crane doesn't actually come out and give you this thought-out list of consequences you might narrate on a failure. Like I said upthread, I'm in no way wanting to deny the brilliance of AW as a game or Baker as a designer. [/QUOTE]
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