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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="pemerton" data-source="post: 8774917" data-attributes="member: 42582"><p>I'm guessing that MG is broadly similar to BW and TB, given the authorship and the system.</p><p></p><p>So the choices might be: who to make friends with and who to oppose; who takes what sort of risk; who makes a big sacrifice at the climax; if there are goals in the system, there are probably choices about which goals to pursue and how to pursue them.</p><p></p><p>Again, with the caveat that I'm conjecturing based on knowledge of other games in the same family, I suspect the following:</p><p></p><p>* That players are expected to choose how to confront obstacles (minor example: in the TB actual play in the OP, the players chose to search the door out of the sarcophagus room and found it's hidden keyhole, rather than choosing to force it open with brute strength; bigger example: in the first session of the same TB campaign, the PCs chose to fight some bandits rather than cow them, or befriend them);</p><p></p><p>* Failure can result in twists, which should follow from both (i) the fiction and (ii) the players' intents for their (failed) action resolution; and this player-responsive "fail forward" will play a big role in shaping overall events.</p><p></p><p>Doesn't the player decide what happens on a success ("intent and task") and the GM decide what happens on a failure (in TB, that's success with a condition, or a twist; in BW, the contrast between those two isn't as marked; I don't know how MG handles this).</p><p></p><p>I think if you read my TB and BW actual plays, they might help.</p><p></p><p>Also, my mantra for these systems - I don't know if it will help you - is that there is no risk of railroading, because the players' ability to shape the agenda (through successes locked in by intent + task; pluse choice of Belief, Goal, etc; plus Circles and similar abilities - though I don't know for sure if MG has these) will take care of that. The risk is that the GM is <em>boring</em> in the situations they present, especially their twists/failure narrations. Prepping some ideas can help here, but I also rely on leaning heavily into tropes/themes that I know I and the players are all enthusiastic about; and if in doubt just run with the players' ideas. You can always set an obstacle and call on them to test!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8774917, member: 42582"] I'm guessing that MG is broadly similar to BW and TB, given the authorship and the system. So the choices might be: who to make friends with and who to oppose; who takes what sort of risk; who makes a big sacrifice at the climax; if there are goals in the system, there are probably choices about which goals to pursue and how to pursue them. Again, with the caveat that I'm conjecturing based on knowledge of other games in the same family, I suspect the following: * That players are expected to choose how to confront obstacles (minor example: in the TB actual play in the OP, the players chose to search the door out of the sarcophagus room and found it's hidden keyhole, rather than choosing to force it open with brute strength; bigger example: in the first session of the same TB campaign, the PCs chose to fight some bandits rather than cow them, or befriend them); * Failure can result in twists, which should follow from both (i) the fiction and (ii) the players' intents for their (failed) action resolution; and this player-responsive "fail forward" will play a big role in shaping overall events. Doesn't the player decide what happens on a success ("intent and task") and the GM decide what happens on a failure (in TB, that's success with a condition, or a twist; in BW, the contrast between those two isn't as marked; I don't know how MG handles this). I think if you read my TB and BW actual plays, they might help. Also, my mantra for these systems - I don't know if it will help you - is that there is no risk of railroading, because the players' ability to shape the agenda (through successes locked in by intent + task; pluse choice of Belief, Goal, etc; plus Circles and similar abilities - though I don't know for sure if MG has these) will take care of that. The risk is that the GM is [i]boring[/i] in the situations they present, especially their twists/failure narrations. Prepping some ideas can help here, but I also rely on leaning heavily into tropes/themes that I know I and the players are all enthusiastic about; and if in doubt just run with the players' ideas. You can always set an obstacle and call on them to test! [/QUOTE]
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