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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8780878" data-attributes="member: 82106"><p>Well, you learn fast that you can never get ahead. TB2's world is basically a crapsack type milieu. Humanity and civilization are on their last legs, and they are NOT going to win in the end. You can go back to town and be fleeced of every coin (and I don't care how many you have, the costs of living will just ratchet up somehow) or you can take a big risk and camp some more, where if you don't roll well instead of healing you'll end up with 3 more conditions! Even if you roll well, you basically have to hurt yourself almost an equal amount to get the checks required to do anything in camp. So, yeah, its pretty much designed so, if you play to the hilt, you will end up where you were before, but with some experience. Its fun, though I tend to think that the combination of mechanics and milieu are limiting enough that few groups will come back again and again to it. </p><p></p><p>Now, maybe a generous interpretation of the risk/reward balance, and/or play in a less 'end stage collapse of the world' kind of milieu, that might produce a game where PCs can dream of realistically getting ahead in a bit more substantive way. Of course that will have to be interspersed with some really serious sequences of harsh travels and locations pushing the PCs right to the edge in order to really engage with the strengths of the system, but I could see some room in there for a bit of a range of games.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8780878, member: 82106"] Well, you learn fast that you can never get ahead. TB2's world is basically a crapsack type milieu. Humanity and civilization are on their last legs, and they are NOT going to win in the end. You can go back to town and be fleeced of every coin (and I don't care how many you have, the costs of living will just ratchet up somehow) or you can take a big risk and camp some more, where if you don't roll well instead of healing you'll end up with 3 more conditions! Even if you roll well, you basically have to hurt yourself almost an equal amount to get the checks required to do anything in camp. So, yeah, its pretty much designed so, if you play to the hilt, you will end up where you were before, but with some experience. Its fun, though I tend to think that the combination of mechanics and milieu are limiting enough that few groups will come back again and again to it. Now, maybe a generous interpretation of the risk/reward balance, and/or play in a less 'end stage collapse of the world' kind of milieu, that might produce a game where PCs can dream of realistically getting ahead in a bit more substantive way. Of course that will have to be interspersed with some really serious sequences of harsh travels and locations pushing the PCs right to the edge in order to really engage with the strengths of the system, but I could see some room in there for a bit of a range of games. [/QUOTE]
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