Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Torchbearer 2e - actual play of this AWESOME system! (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8775198" data-attributes="member: 42582"><p>Please, this is an actual play thread about Torchbearer, that got a very enthusiastic call-out from the designers on their home forums. Please don't turn it into an attack thread. [USER=6696971]@Manbearcat[/USER] loves Torchbearer and also loves Moldvay Basic. But they're not the same game, and Mouse Guard even less so.</p><p></p><p></p><p>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.</p><p></p><p>But in this family of games it's also the case that your PC needs to make tests - both successful and unsuccessful - in order to advance. The aesthetic, as Manbearcat has said, is of bold moves against the odds (which contrasts with "good ideas" that mitigate risk). The system significance is that only failed checks give the GM the opportunity to introduce new content that changes and complicates the situation: on successful checks, or if the GM says "yes", then the players get what they wanted. The random, but over time steady, alternation of success, failure => success with a condition, failure => twist, is what drives the game. And this relies on tests being made.</p><p></p><p>The need to make tests - including tests that are hard - also means that players have to make decisions all the time about spending fate and persona, about getting help to boost their dice pools, etc. This stuff is not just about "in case of disaster, smash glass" but becomes a core part of player decision-making. None of this rules out creative solutions, but creative solutions aren't confined to "good ideas" - they include things like <em>Now's the time to test Circles to try and get a NPC on the scene to help us</em> or <em>Maybe if we frame our approach this way rather than that way we can test Nature, where we're strong, rather than Pathfinder, where we're weak</em>.</p><p></p><p>This is all very different from Moldvay Basic, and the broadly similar approach you describe of avoiding dice rolls by finding creative solutions. If it's not what you're looking for, then of course these games won't be for you!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8775198, member: 42582"] Please, this is an actual play thread about Torchbearer, that got a very enthusiastic call-out from the designers on their home forums. Please don't turn it into an attack thread. [USER=6696971]@Manbearcat[/USER] loves Torchbearer and also loves Moldvay Basic. But they're not the same game, and Mouse Guard even less so. 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. But in this family of games it's also the case that your PC needs to make tests - both successful and unsuccessful - in order to advance. The aesthetic, as Manbearcat has said, is of bold moves against the odds (which contrasts with "good ideas" that mitigate risk). The system significance is that only failed checks give the GM the opportunity to introduce new content that changes and complicates the situation: on successful checks, or if the GM says "yes", then the players get what they wanted. The random, but over time steady, alternation of success, failure => success with a condition, failure => twist, is what drives the game. And this relies on tests being made. The need to make tests - including tests that are hard - also means that players have to make decisions all the time about spending fate and persona, about getting help to boost their dice pools, etc. This stuff is not just about "in case of disaster, smash glass" but becomes a core part of player decision-making. None of this rules out creative solutions, but creative solutions aren't confined to "good ideas" - they include things like [i]Now's the time to test Circles to try and get a NPC on the scene to help us[/i] or [i]Maybe if we frame our approach this way rather than that way we can test Nature, where we're strong, rather than Pathfinder, where we're weak[/i]. This is all very different from Moldvay Basic, and the broadly similar approach you describe of avoiding dice rolls by finding creative solutions. If it's not what you're looking for, then of course these games won't be for you! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Torchbearer 2e - actual play of this AWESOME system! (+)
Top