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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8583288" data-attributes="member: 82106"><p>I think, after starting another adventure in TB2 I definitely find that the way I approach it at least is from a mechanics standpoint. I find I'm deciding how to deploy my character's mechanical attributes in a way that produces effective results, and then working out how that can be extracted from the current fictional position and my conception of the character's personality (which is already rather heavily embodied in attributes like goal and instinct as well). </p><p></p><p>That makes it pretty distinct from, say, Dungeon World, where IME the use of mechanics was much more an outgrowth of the GM and players generating the story. Like, you would decide what to do in DW, and then someone (the GM in theory at least) "Oh, that's an XYZ move." Yeah, you can definitely act in ways that hopefully produce optimal moves and thus better outcomes for you as a player, but in general it seems like that is a lot less explicit than in TB2 where you better always move in a way that is both strategically and tactically well-considered. TB2 is aiming to grind you down, and you're aiming to dodge the grind and make enough payday to have resources to survive the NEXT grind. In DW you are just ALWAYS IN TROUBLE, there's not really a sense of being ground down, certainly not in such an explicit way. DW characters will always have a way out, TB2 characters could well reach a point where death is the only possibility, no matter what you do.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8583288, member: 82106"] I think, after starting another adventure in TB2 I definitely find that the way I approach it at least is from a mechanics standpoint. I find I'm deciding how to deploy my character's mechanical attributes in a way that produces effective results, and then working out how that can be extracted from the current fictional position and my conception of the character's personality (which is already rather heavily embodied in attributes like goal and instinct as well). That makes it pretty distinct from, say, Dungeon World, where IME the use of mechanics was much more an outgrowth of the GM and players generating the story. Like, you would decide what to do in DW, and then someone (the GM in theory at least) "Oh, that's an XYZ move." Yeah, you can definitely act in ways that hopefully produce optimal moves and thus better outcomes for you as a player, but in general it seems like that is a lot less explicit than in TB2 where you better always move in a way that is both strategically and tactically well-considered. TB2 is aiming to grind you down, and you're aiming to dodge the grind and make enough payday to have resources to survive the NEXT grind. In DW you are just ALWAYS IN TROUBLE, there's not really a sense of being ground down, certainly not in such an explicit way. DW characters will always have a way out, TB2 characters could well reach a point where death is the only possibility, no matter what you do. [/QUOTE]
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Torchbearer 2nd ed: first impressions
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