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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="rmcoen" data-source="post: 9165232" data-attributes="member: 6692404"><p>I have enjoyed reading all the synopses of play sessions, but man, I do <em>not</em> want to play Torchbearer! And I'm sure that most of my players would hate it; I tried just getting them to track generic "wounds" gained from Critical Hits in 5e, which minorly impacted HP recovery, and that was a struggle. They are very much "heroic fantasy" minded, and this "every action is a struggle against a world/system designed to grind you under" would be a depressing and hateful experience for them.</p><p></p><p>And maybe I'm getting the wrong impression, but Torchbearer seems to <em>encourage</em> a "GM vs. the players" mindset. The game is designed for the PCs to fail and suffer, and the GM is encouraged to keep coming up with ways to screw the PCs. (Okay, sometimes the <em>same</em> way over and over - I mean really, how many times have these guys lost their tinderboxes?) I play a game to get away from the realities of life - Hurray, I got a bonus, damn I need to drop $12k on a fricking plumbing repair (which, as a <em>side effect</em>, will also leave me with a destroyed front yard - an area I already have trouble maintaining because of the "full shade" of two massive trees). So let's play a game where I find a major treasure (plate armour), and its main effect is make traveling arduous, costing me all my other equipment and leaving me Angry all the time? Um... no?</p><p></p><p>I do respect the tightness of the design, though. <em>I</em> don't find the goal fun (adventurers and adventuring sucks), but the system seems to really deliver on its Belief and Goal, so +2 Persona for that, I guess? ;-)</p></blockquote><p></p>
[QUOTE="rmcoen, post: 9165232, member: 6692404"] I have enjoyed reading all the synopses of play sessions, but man, I do [I]not[/I] want to play Torchbearer! And I'm sure that most of my players would hate it; I tried just getting them to track generic "wounds" gained from Critical Hits in 5e, which minorly impacted HP recovery, and that was a struggle. They are very much "heroic fantasy" minded, and this "every action is a struggle against a world/system designed to grind you under" would be a depressing and hateful experience for them. And maybe I'm getting the wrong impression, but Torchbearer seems to [I]encourage[/I] a "GM vs. the players" mindset. The game is designed for the PCs to fail and suffer, and the GM is encouraged to keep coming up with ways to screw the PCs. (Okay, sometimes the [I]same[/I] way over and over - I mean really, how many times have these guys lost their tinderboxes?) I play a game to get away from the realities of life - Hurray, I got a bonus, damn I need to drop $12k on a fricking plumbing repair (which, as a [I]side effect[/I], will also leave me with a destroyed front yard - an area I already have trouble maintaining because of the "full shade" of two massive trees). So let's play a game where I find a major treasure (plate armour), and its main effect is make traveling arduous, costing me all my other equipment and leaving me Angry all the time? Um... no? I do respect the tightness of the design, though. [I]I[/I] don't find the goal fun (adventurers and adventuring sucks), but the system seems to really deliver on its Belief and Goal, so +2 Persona for that, I guess? ;-) [/QUOTE]
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