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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="pemerton" data-source="post: 8545051" data-attributes="member: 42582"><p>I'm still working through a proper understanding/internalisation of the official journey rules (in the LoreMaster's Manual). These are a bit different from [USER=6696971]@Manbearcat[/USER]'s house rule, but not wildly different. I think the subtle differences wouldn't be obvious to someone not reasonably familiar with the system.</p><p></p><p>Anyway, some in this thread might have read me posting the complaint that one of the weakest parts of Classic Traveller - which I like a <em>lot</em> - is that it's rules for world exploration are weak, and basically degenerate to GM fiat. The Torchbearer rules, by way of contrast, look strong to me: clear stakes, clear rules for setting obstacles, meaningful resource management. </p><p></p><p>I've resolved journeys in Burning Wheel test Orienteering to lead your group safely across the Bright Desert, and everyone tests Forte to avoid tax). Unsurprisingly, the Torchbearer approach is more gritty! But tightly integrated. Reading and re-reading helps to drive home that the whole system - the different phases, journey and adventures, the rules for settlements (including lifestyle, but also settlement economics and how PCs' base camps can grow into settlements) - is tightly integrated.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8545051, member: 42582"] I'm still working through a proper understanding/internalisation of the official journey rules (in the LoreMaster's Manual). These are a bit different from [USER=6696971]@Manbearcat[/USER]'s house rule, but not wildly different. I think the subtle differences wouldn't be obvious to someone not reasonably familiar with the system. Anyway, some in this thread might have read me posting the complaint that one of the weakest parts of Classic Traveller - which I like a [i]lot[/i] - is that it's rules for world exploration are weak, and basically degenerate to GM fiat. The Torchbearer rules, by way of contrast, look strong to me: clear stakes, clear rules for setting obstacles, meaningful resource management. I've resolved journeys in Burning Wheel test Orienteering to lead your group safely across the Bright Desert, and everyone tests Forte to avoid tax). Unsurprisingly, the Torchbearer approach is more gritty! But tightly integrated. Reading and re-reading helps to drive home that the whole system - the different phases, journey and adventures, the rules for settlements (including lifestyle, but also settlement economics and how PCs' base camps can grow into settlements) - is tightly integrated. [/QUOTE]
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