Torchbearer 2nd ed: first impressions

My discussion with @Manbearcat in the actual play thread linked just upthread, together with more reading and pondering, has prompted a post with a few further thoughts:

(1) Narrating twists is (at least as I see it) closer to GM moves in a PbtA game, than to narrating consequences in Burning Wheel. The latter is all about (i) failure of intent, and (ii) putting pressure on a PC's Beliefs, Instincts and traits. In PbtA, and it seems to me in Torchbearer, there is less focus on those dramatic concerns, and more focus on what follows from the fiction. GM prep of twist ideas plays a similar sort of function to preparing a front in AW or DW.

(2) Having said the above, I think that an important part of the fiction from which twists follow is what the PCs - as played by their players - have done to help avert disaster. Twists should honour players' skilled play.

An example - not from play, but from thinking about the journey rules - would be the following: one of the roles that can be taken up on a journey is Scout. In the rules discussion, having a Scout grants only one sort of benefit, namely, a test (against a modest-to-high-ish obstacle) to avoid two of the "trouble on the road" outcomes. These outcomes are generated by the GM rolling a die at the start of the journey - their are six possible outcomes, four of which are bad, and Scout provides a chance to avoid two of those bad ones.

On its face, this may not look like a super-effective choice. But I think if a group is travelling with a scout, then that should have the potential for other ramifications. For instance, suppose a Pathfinder test while portaging boats is failed. If the group does not have a scout, then a legitimate twist might be framing the group into a relatively close-quarters ambush - eg As you realise the ravine you're travelling down is a dead end, and turn around to retrace your steps, you see your way blocked by ruffians! Whereas if the group is travelling with a scout, then it seems that the framing of the twist should respect that - so the narration for the failed test might be something more like - As you realise the ravine you're travelling down is a dead end, and turn around to retrace your steps, you [the scout] hear a curse from somewhere above you as small rocks and scree tumble down the cliff-side. Someone is up there, following you!

The first twist puts the PCs into an immediate surprise confrontation of some sort; the second is a softer move (in PbtA language) that recognises the effort the players have made to ensure that they have someone paying attention to what's going on around them as they travel.

(3) Several of the journey roles have the same label as a skill. I think Scout would be better as Lookout, and Steward as Provisioner. Given that the Cook and Cartographer roles involve nothing more than using those skills, they're probably less in need of relabelling.
 

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My discussion with @Manbearcat in the actual play thread linked just upthread, together with more reading and pondering, has prompted a post with a few further thoughts:

(1) Narrating twists is (at least as I see it) closer to GM moves in a PbtA game, than to narrating consequences in Burning Wheel. The latter is all about (i) failure of intent, and (ii) putting pressure on a PC's Beliefs, Instincts and traits. In PbtA, and it seems to me in Torchbearer, there is less focus on those dramatic concerns, and more focus on what follows from the fiction. GM prep of twist ideas plays a similar sort of function to preparing a front in AW or DW.

(2) Having said the above, I think that an important part of the fiction from which twists follow is what the PCs - as played by their players - have done to help avert disaster. Twists should honour players' skilled play.

An example - not from play, but from thinking about the journey rules - would be the following: one of the roles that can be taken up on a journey is Scout. In the rules discussion, having a Scout grants only one sort of benefit, namely, a test (against a modest-to-high-ish obstacle) to avoid two of the "trouble on the road" outcomes. These outcomes are generated by the GM rolling a die at the start of the journey - their are six possible outcomes, four of which are bad, and Scout provides a chance to avoid two of those bad ones.

On its face, this may not look like a super-effective choice. But I think if a group is travelling with a scout, then that should have the potential for other ramifications. For instance, suppose a Pathfinder test while portaging boats is failed. If the group does not have a scout, then a legitimate twist might be framing the group into a relatively close-quarters ambush - eg As you realise the ravine you're travelling down is a dead end, and turn around to retrace your steps, you see your way blocked by ruffians! Whereas if the group is travelling with a scout, then it seems that the framing of the twist should respect that - so the narration for the failed test might be something more like - As you realise the ravine you're travelling down is a dead end, and turn around to retrace your steps, you [the scout] hear a curse from somewhere above you as small rocks and scree tumble down the cliff-side. Someone is up there, following you!

The first twist puts the PCs into an immediate surprise confrontation of some sort; the second is a softer move (in PbtA language) that recognises the effort the players have made to ensure that they have someone paying attention to what's going on around them as they travel.

(3) Several of the journey roles have the same label as a skill. I think Scout would be better as Lookout, and Steward as Provisioner. Given that the Cook and Cartographer roles involve nothing more than using those skills, they're probably less in need of relabelling.

This is a keen observation.

GMing Torchbearer is very similar to GMing Dungeon World in precisely the way you've mentioned. When you're resolving failure, looking at Condition + Success as a harder (soft/hard move continuum) version of the 7-9 result is extremely apt (its like getting a success but earning a Debility). Looking at Twists as a softer version of the 7-9 result is also apt (though some Twists might be harder, or much harder, than others). Winning a Conflict but enduring either a minor or half compromise is akin to a 7-9 result.

Looking at success in tests as a 10+ result is apt. Winning a Conflict but enduring no compromise is akin to a 10+ result.

Losing a test is akin to a 6- result in that it feeds into Advancement whereas losing a Conflict (though here, there is relatively extreme nuance in both procedures and outputs I'd say) is akin to 6- because of the fallout.

The treatment of Journeys and Cohorts shares a lot of overlap in the two games.

The main differences would be (a) the intensity of the focus of Gear/Inventory (its absolutely present in DW, though its not nearly as potent as in TB) on play, (b) the impact of The Grind in TB, (c) the potency of the demands of Light in TB (those are certainly present in DW though neither as prolific nor as impactful), (d) how prolific and impactful Help is in TB (this is much more akin to Blades). Then, of course, you have (e) the nature of spontaneous map generation in DW vs the hexcrawling nature of an established map in TB. You have (f) the heavily structured play loop and intense procedures of TB vs the structured free form of DW. Finally, (g) DW is a big damn hero, Action Adventure game vs the very grim, Points of Light struggle against a world positioned to (and in part delights in) make your life a struggle. DW PCs are extremely potent when compared to TB PCs (though, like Blades, there is a crestable hill in TB where PCs become much more potent and robust than their earlier selves).

On dramatic concerns, there are similarities (which is natural given how much DW was inspired by BW). In both games you have very clear and espoused session goals and ethos/nature statements that are thematic. These both serve as inputs to content generation (framing, twist generation) and facilitate resource generation and character growth/change/advancement. Relationships matter and content should be generated around these things (Bonds and then emergent Fronts/Dooms in DW and Circles, enemy, mentor, parents, friends et al in TB) which test their nature, put them in the crosshairs, (creating related Fronts/Dooms in DW and generating Adventures to pursue or Conflicts in TB).

Then there are things with similarities but also differences (Lore Master + Wises share some overlap with Spout Lore and the like, but there are also some key differences).

Depending upon your vantage at any given moment, you can come away with "wow, these games are quite kindred" and then the next moment "these games are rather far afield from each other." Its a lot of little things that add up and synergize to make both the GMing experience and the play experience of Dungeon World and Torchbearer rather distinct from each other.

I would say the contrast between the two is extremely instructive when considering the general claim of "well 5e D&D can do that" or "5e D&D is basically that." 5e D&D cannot produce anything approximating either the zoomed out or zoomed in visceral experience of those games. And neither of those games can do each other. Nor can they do 5e D&D.

Its almost like system matters or something!
 
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Depending upon your vantage at any given moment, you can come away with "wow, these games are quite kindred" and then the next moment "these games are rather far afield from each other."
The first one might reflect a vantage point of 2nd ed AD&D. The second would be getting down into the nitty gritty of actually thinking about playing or running either Dungeon World or Torchbearer.

I would say the contrast between the two is extremely instructive when considering the general claim of "well 5e D&D can do that" or "5e D&D is basically that." 5e D&D cannot produce anything approximating either the zoomed out or zoomed in visceral experience of those games. And neither of those games can do each other. Nor can they do 5e D&D.
The idea that you might do Torchbearer or DW with 5e D&D is just ludicrous.

Given this is a Torchbearer thread I'll only elaborate on it. And only in one respect - where is the help rule in 5e D&D? Or the rule that every test (outside of a conflict, and recognising that Town and Camp Phase have their own logic) costs a turn? 5e D&D is a completely different game, once the superficial resemblances of trope are looked past.
 

Narrating twists is (at least as I see it) closer to GM moves in a PbtA game, than to narrating consequences in Burning Wheel. The latter is all about (i) failure of intent, and (ii) putting pressure on a PC's Beliefs, Instincts and traits. In PbtA, and it seems to me in Torchbearer, there is less focus on those dramatic concerns, and more focus on what follows from the fiction. GM prep of twist ideas plays a similar sort of function to preparing a front in AW or DW.

(2) Having said the above, I think that an important part of the fiction from which twists follow is what the PCs - as played by their players - have done to help avert disaster. Twists should honour players' skilled play.
I'm interested if, as a result of this insight, your thinking on skilled play in PbtA games has shifted at all from your disagreement with @Manbearcat on the possibility of skilled play in DW some months ago.
 

I'm interested if, as a result of this insight, your thinking on skilled play in PbtA games has shifted at all from your disagreement with @Manbearcat on the possibility of skilled play in DW some months ago.
As you probably know, my DW experience is modest. (So is my Torchbearer, but I've worked harder at both the theory and practice of the latter!)

But the following seems right to me:

The main differences would be (a) the intensity of the focus of Gear/Inventory (its absolutely present in DW, though its not nearly as potent as in TB) on play, (b) the impact of The Grind in TB, (c) the potency of the demands of Light in TB (those are certainly present in DW though neither as prolific nor as impactful), (d) how prolific and impactful Help is in TB (this is much more akin to Blades). Then, of course, you have (e) the nature of spontaneous map generation in DW vs the hexcrawling nature of an established map in TB. You have (f) the heavily structured play loop and intense procedures of TB vs the structured free form of DW. Finally, (g) DW is a big damn hero, Action Adventure game vs the very grim, Points of Light struggle against a world positioned to (and in part delights in) make your life a struggle.
Some of that is colour and overarching thematics.

But not all of it.

My feeling about PbtA is that the soft/hard progression should be closer to the "pass/fail cycle" in HeroQuest revised. That feeling is reinforced by the fact that DW doesn't really emphasise changing the odds of checks - I know there is Discern Realities to take +1 forward, and Defy Danger can be stat-based to reflect narration, but the 6-. 7-9, 10+ structure is pretty ubiquitous.

Whereas Torchbearer seems to suggest a greater expectation of hard moves without a soft-move precursor, and absolutely emphasises changing the odds of checks (by using Help, Wises, spending Fate and Persona, using Gear and Supplies, etc). In the journey context, having a lookout/scout generates a cost (in Toll, which then has to be paid down by rations, other gear, coin or conditions) that is like a downpayment to avoid a certain sort of hard move.

To echo Manbearcat a bit, though: maybe DW comes closest to Torchbearer in its Perilous Journey rules? I've never played them, and have read them but not really tried to internalise them. Even there, I feel maybe the soft/hard progression provides the ovearching logic? Replies from the more experienced are welcome!
 

Torchbearer feels a little more to me like FitD (especially in terms of the above) than it does PbtA, although the comparison to DW is indeed apt in many ways.
 

Torchbearer feels a little more to me like FitD (especially in terms of the above) than it does PbtA, although the comparison to DW is indeed apt in many ways.
Hmmm, I think 'operational' level stuff, and the mechanisms of stress are a bit different. OTOH yeah, a TB2 adventure COULD almost be a BitD heist. The handling of checks is definitely different in detail, but the idea isn't too different. TB2 players don't get quite the same 'knobs', instead the knobs are more about using various features of the system that relate to your character, vs negotiating the parameters of a check itself.

You could probably make something pretty similar to TB2 with FitD though. Resources would definitely be approached somewhat differently though!
 

Hmmm, I think 'operational' level stuff, and the mechanisms of stress are a bit different. OTOH yeah, a TB2 adventure COULD almost be a BitD heist. The handling of checks is definitely different in detail, but the idea isn't too different. TB2 players don't get quite the same 'knobs', instead the knobs are more about using various features of the system that relate to your character, vs negotiating the parameters of a check itself.

You could probably make something pretty similar to TB2 with FitD though. Resources would definitely be approached somewhat differently though!
Yeah, I wasn't trying to say they were all that similar really, but FitD has more "changing odds with help and whatnot" as well as position vs effect (as opposed to PbtA), which I think brings it closer to TBs help and twists/conditions mechanics. At least in how it feels if not specifically how the mechanics work.
 

Yeah, I wasn't trying to say they were all that similar really, but FitD has more "changing odds with help and whatnot" as well as position vs effect (as opposed to PbtA), which I think brings it closer to TBs help and twists/conditions mechanics. At least in how it feels if not specifically how the mechanics work.
Right, TB2 certainly has nothing quite like position and effect, but you do have a lot of potential ways to approach a test (somewhat varies depending on how the test came about and what resources you have already used up). My impression is that FitD's approach overall is a bit simpler.
 

Right, TB2 certainly has nothing quite like position and effect, but you do have a lot of potential ways to approach a test (somewhat varies depending on how the test came about and what resources you have already used up). My impression is that FitD's approach overall is a bit simpler.
Yes and no. My personal experience (mine and that of others) is that GMing position and effect is a really steep learning curve. Adjudicating outcomes between the two is probably about similar IMO. For the players though, sure, probably simpler (although gaming P-E also takes some getting used to).
 

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