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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8568042" data-attributes="member: 82106"><p>In our first session (finally) things seemed moderately straightforward. However, I agree that the whole "every time someone does something it ticks off the grind" is pretty limiting. There is only the party and its action economy, there's no notion at all really of characters 'doing their thing'. Nor can you really just 'poke around' or carry out some tentative action very easily, or at least it comes down to whether or not the GM is going to jump in and frame you into a formal obstacle or not. My character, for instance, kind of wanted to try to loot the ruined shrine, as it appeared to have some treasure. I decided it was too dangerous after looking at what dice I would have a chance to roll. Maybe I could have proposed a less hazardous course, but with the grind in mind I wasn't that tempted to burn one of the party's limited number of turns on something marginal.</p><p></p><p>OTOH I was PERFECTLY happy to go for it when we ran into the tentacled horror (whatever that monster was). We had some pretty solid luck, and seemed to be playing within our overall competencies on that one, and I imagined that there was at least a decent chance of getting something out of it, though honestly the upshot of the whole thing seems to be I lost my cloak and got a hat, lol. </p><p></p><p>I'm not sure we accomplished much on the whole trip, but I guess we'll see after next time when we play out extricating ourselves from the ruins and getting home. I managed to earn one check, at the cost of a point of Persona. Nature is definitely the really heavy weight tool here, overall! As Nik noted, we need to get better at exploiting chances to get checks and such, but at least our play didn't seem too inept! lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8568042, member: 82106"] In our first session (finally) things seemed moderately straightforward. However, I agree that the whole "every time someone does something it ticks off the grind" is pretty limiting. There is only the party and its action economy, there's no notion at all really of characters 'doing their thing'. Nor can you really just 'poke around' or carry out some tentative action very easily, or at least it comes down to whether or not the GM is going to jump in and frame you into a formal obstacle or not. My character, for instance, kind of wanted to try to loot the ruined shrine, as it appeared to have some treasure. I decided it was too dangerous after looking at what dice I would have a chance to roll. Maybe I could have proposed a less hazardous course, but with the grind in mind I wasn't that tempted to burn one of the party's limited number of turns on something marginal. OTOH I was PERFECTLY happy to go for it when we ran into the tentacled horror (whatever that monster was). We had some pretty solid luck, and seemed to be playing within our overall competencies on that one, and I imagined that there was at least a decent chance of getting something out of it, though honestly the upshot of the whole thing seems to be I lost my cloak and got a hat, lol. I'm not sure we accomplished much on the whole trip, but I guess we'll see after next time when we play out extricating ourselves from the ruins and getting home. I managed to earn one check, at the cost of a point of Persona. Nature is definitely the really heavy weight tool here, overall! As Nik noted, we need to get better at exploiting chances to get checks and such, but at least our play didn't seem too inept! lol. [/QUOTE]
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