TwoSix
The Year of the TwoSix
Seriously? Not that I want this forum to be more like RPG.NET, but I do wish it had something like their "Infractions" forum.Yeah seems he got banned for being cynical and disparaging.
Seriously? Not that I want this forum to be more like RPG.NET, but I do wish it had something like their "Infractions" forum.Yeah seems he got banned for being cynical and disparaging.
As an aside, we didn't just lose Snarf this month, we lost Ovinomancer/Ovi too.![]()
To add to what @chaochou posted: I don't know what MG says about the role of GM prep. TB relies more heavily on prepped situation than BW (and the latter is what chaochou has described). This is why, in TB, Wises work very differently from BW, and why Circles can only be used in Town Phase - the game does not give the players the same sort of authority over situation as BW does.Is that sort of it?
This is not part of TB play, because the GM can't narrate failure without a check first.In many traditional RPGs <snippage> [m]uch of the play involves trying to find out what threats the GM has detailed and how they will manifest so they can be thwarted with minimum risk. Yet more play - commonly discussed on these boards - requires the players to mistrust the GMs information and attempt to check whether it is trustworthy and accurate. This can turn into a recipe for procrastination, risk aversion, turtling and inaction.
In the Burning Wheel family of games, there are various principles that govern "say 'yes'". Burning Wheel uses the DitV approach - say "yes" if nothing is at stake (where stakes are defined by reference to PCs' beliefs, instincts, traits, relationships, etc). Torchbearer uses the "Good Idea" approach - if the players come up with a good idea, the GM unfolds the situation from there to frame the next obstacle. I don't know how Mouse Guard does it, but I'm pretty sure it will have a discussion of it somewhere.
I've picked it up more than once in the shop and wondered whether I should buy it, but this fact - ie that I'd never run it - has always held me back.I’d run it more, but it seems like some folks aren’t keen on playing heroic mice in a fantasy world below our human feet.
I've also looked at it several times. My reluctance comes from having no familiarity with the source material. I find that usually leads to poor experiences. I've actually ordered the fall and winter comics to see if it speaks to me. If it does, then I'll consider investing in the game. I ought to really like a heroic musketeers style Torchbearer.I've picked it up more than once in the shop and wondered whether I should buy it, but this fact - ie that I'd never run it - has always held me back.
I've picked it up more than once in the shop and wondered whether I should buy it, but this fact - ie that I'd never run it - has always held me back.
I've also looked at it several times. My reluctance comes from having no familiarity with the source material. I find that usually leads to poor experiences. I've actually ordered the fall and winter comics to see if it speaks to me. If it does, then I'll consider investing in the game. I ought to really like a heroic musketeers style Torchbearer.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.