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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="niklinna" data-source="post: 8621737" data-attributes="member: 71235"><p>Now, while I feel the game goes overboard on its various currencies and interlocking subsystems, I really like the principle that you have to court danger to get opportunities for recovery. I am talking specifically about taking checks through using your traits against yourself in order to be able to make camp and do recovery rolls. It harks back to my time playing Fate with its double-edged aspects, which was one of my big "aha" moments in gaming. I really like this idea a lot, even though we've been pretty bad at actually using it. I've had to remind myself several times of good opportunities to do it with low risk, or to do it even though the risk is high because it makes the drama more fun.</p><p></p><p>Light deserves a mention of its own. It's a truly oppressive, overbearing, inventory-stuffing factor that makes this game <em>so</em> much grittier than any D&D I ever got to play. Somebody has to carry that lantern, or somebodies, plural, have to carry those torches, and that means hands not free for tools & weapons. Tracking multiple light sources along with the Grind is a bit of a hassle, but the feelig of claustrophobia and limited time adds so much to the tone of the game. I don't get the impression from the rules or the sessions we've had, but I can imagine a party making multiple forays into a dungeon just to lay down supply caches so they can penetrate deeper. I don't know how much fun RPing that process would be, but it definitely comes to mind.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8621737, member: 71235"] Now, while I feel the game goes overboard on its various currencies and interlocking subsystems, I really like the principle that you have to court danger to get opportunities for recovery. I am talking specifically about taking checks through using your traits against yourself in order to be able to make camp and do recovery rolls. It harks back to my time playing Fate with its double-edged aspects, which was one of my big "aha" moments in gaming. I really like this idea a lot, even though we've been pretty bad at actually using it. I've had to remind myself several times of good opportunities to do it with low risk, or to do it even though the risk is high because it makes the drama more fun. Light deserves a mention of its own. It's a truly oppressive, overbearing, inventory-stuffing factor that makes this game [i]so[/i] much grittier than any D&D I ever got to play. Somebody has to carry that lantern, or somebodies, plural, have to carry those torches, and that means hands not free for tools & weapons. Tracking multiple light sources along with the Grind is a bit of a hassle, but the feelig of claustrophobia and limited time adds so much to the tone of the game. I don't get the impression from the rules or the sessions we've had, but I can imagine a party making multiple forays into a dungeon just to lay down supply caches so they can penetrate deeper. I don't know how much fun RPing that process would be, but it definitely comes to mind. [/QUOTE]
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