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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Manbearcat" data-source="post: 8600318" data-attributes="member: 6696971"><p>Yup, I agree with this. Its a fundamental part of my lead post of the <em>Story Now vs et al </em>thread (which is invoking Torchbearer in part!).</p><p></p><p>* Some of Torchbearer Skilled Play will be about skillful play of the fiction (eg where you're able to avoid a Test yet defeat an obstacle...or you're able to correctly infer one or more aspects of a GM's upcoming turn in a Conflict based upon the "Pictionary-esque" telegraphed components of the fictional positioning they've relayed or that has been updated from the prior turn).</p><p></p><p>* A lot of Torchbearer Skilled Play will be about skillful play of system architecture (eg we need a Check for Camp and I'm surely going to lose this test so I may as well use a Trait against myself here...or I'm going to navigate my decision-space by playing hard to my strengths in this moment because we really need to avoid a Condition/Twist here).</p><p></p><p>* Some of Torchbearer Skilled Play will about skillful play of both the fiction and the system architecture (eg during Conflict Compromise the Conflict saw me using my Trait to Defend/Regroup my companions <navigating the headspace of player and PC at the same time>, but I took full HP loss at the end so perhaps if I accept an Injury, that will likely provide my companions the purchase they need from danger to see them through the rest of the Adventure...and I'm more capable than most of surviving Injury so perhaps I give myself a remote shot as well...or I'm hopeful that my precious magical helmet will survive the fall down that crevasse from that Twist, but we can't afford the Tests and risks nor can I in good conscious assume the liability of terrible fallout from an Adventure-impacting excursion to go get my Gear so maybe we'll go back for it after we achieve our Goals here.)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8600318, member: 6696971"] Yup, I agree with this. Its a fundamental part of my lead post of the [I]Story Now vs et al [/I]thread (which is invoking Torchbearer in part!). * Some of Torchbearer Skilled Play will be about skillful play of the fiction (eg where you're able to avoid a Test yet defeat an obstacle...or you're able to correctly infer one or more aspects of a GM's upcoming turn in a Conflict based upon the "Pictionary-esque" telegraphed components of the fictional positioning they've relayed or that has been updated from the prior turn). * A lot of Torchbearer Skilled Play will be about skillful play of system architecture (eg we need a Check for Camp and I'm surely going to lose this test so I may as well use a Trait against myself here...or I'm going to navigate my decision-space by playing hard to my strengths in this moment because we really need to avoid a Condition/Twist here). * Some of Torchbearer Skilled Play will about skillful play of both the fiction and the system architecture (eg during Conflict Compromise the Conflict saw me using my Trait to Defend/Regroup my companions <navigating the headspace of player and PC at the same time>, but I took full HP loss at the end so perhaps if I accept an Injury, that will likely provide my companions the purchase they need from danger to see them through the rest of the Adventure...and I'm more capable than most of surviving Injury so perhaps I give myself a remote shot as well...or I'm hopeful that my precious magical helmet will survive the fall down that crevasse from that Twist, but we can't afford the Tests and risks nor can I in good conscious assume the liability of terrible fallout from an Adventure-impacting excursion to go get my Gear so maybe we'll go back for it after we achieve our Goals here.) [/QUOTE]
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