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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8590902" data-attributes="member: 82106"><p>Right, I think that is established as canonical. My interpretation of the system, from play and reading, is that the INTENT is that action declarations be firmly rooted in fiction, but also must be clearly motivated by gamist considerations. So, when I see that there's a steep descent to be made, I consider all the ways my character, mechanically could contribute to making the descent, or perhaps avoiding it entirely. Which one I pick will be heavily influenced by its mechanical impact on the game state, but fundamentally it is referent to the fiction, which established the obstacle and my motivations for getting to the bottom of the slope (although a lot of those are 'to get some resources so I will not be ground to death later'). So, definitely there's an intent that fiction is primary, at least in terms of framing, but mechanics are more than just resolution mechanisms in TB2, they are drivers in and of themselves.</p><p></p><p>Contrast that with Dungeon World. Mechanics rarely drive anything in DW. Characters DO have an inventory, but it has impact almost entirely due to GM MOVES, not anything the players do. So, for instance the party is exploring deep in some dungeon, and they begin to debate which passage to take. The GM makes a soft move "your torch is flickering, it seems to be near the end of its life." The players consult their various inventories, they have 3 more torches. Should they attempt to continue, or turn back? The inventory mechanic is salient here, but it was the GM making a soft move which is generating tension, there's no RULE about how long a torch actually burns (that is there's no rules about the passage of time in DW as their are in TB2). When a player has input, like deciding to Spout Lore (actually the GM decides that's what happened) it could lead to a mechanical effect (+1 forward) and might constrain the GM to establish some fiction favorable to the PCs, but it won't actually shape their actions much in an immediate sense. At best it might suggestion "Oh, we should undertake X, we have established the basic stakes involved and can get a +1 at some point, so why not?" There's no 'grind' waiting to crush you if you don't make sure some rations result. Worst case in DW you're in up to your neck now instead of your waist, but the GM is a fan, you will have a chance to pull through!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8590902, member: 82106"] Right, I think that is established as canonical. My interpretation of the system, from play and reading, is that the INTENT is that action declarations be firmly rooted in fiction, but also must be clearly motivated by gamist considerations. So, when I see that there's a steep descent to be made, I consider all the ways my character, mechanically could contribute to making the descent, or perhaps avoiding it entirely. Which one I pick will be heavily influenced by its mechanical impact on the game state, but fundamentally it is referent to the fiction, which established the obstacle and my motivations for getting to the bottom of the slope (although a lot of those are 'to get some resources so I will not be ground to death later'). So, definitely there's an intent that fiction is primary, at least in terms of framing, but mechanics are more than just resolution mechanisms in TB2, they are drivers in and of themselves. Contrast that with Dungeon World. Mechanics rarely drive anything in DW. Characters DO have an inventory, but it has impact almost entirely due to GM MOVES, not anything the players do. So, for instance the party is exploring deep in some dungeon, and they begin to debate which passage to take. The GM makes a soft move "your torch is flickering, it seems to be near the end of its life." The players consult their various inventories, they have 3 more torches. Should they attempt to continue, or turn back? The inventory mechanic is salient here, but it was the GM making a soft move which is generating tension, there's no RULE about how long a torch actually burns (that is there's no rules about the passage of time in DW as their are in TB2). When a player has input, like deciding to Spout Lore (actually the GM decides that's what happened) it could lead to a mechanical effect (+1 forward) and might constrain the GM to establish some fiction favorable to the PCs, but it won't actually shape their actions much in an immediate sense. At best it might suggestion "Oh, we should undertake X, we have established the basic stakes involved and can get a +1 at some point, so why not?" There's no 'grind' waiting to crush you if you don't make sure some rations result. Worst case in DW you're in up to your neck now instead of your waist, but the GM is a fan, you will have a chance to pull through! [/QUOTE]
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