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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Manbearcat" data-source="post: 8647994" data-attributes="member: 6696971"><p>I apologize. I forgot to reply to this.</p><p></p><p>So a few thoughts/examples:</p><p></p><p>1) Play is certainly about “survival against a hostile, mythological world bent on laying you low” but it’s also about:</p><p></p><p>* Fighting for what you Believe.</p><p></p><p>* Struggling with your Creed.</p><p></p><p>* Aiding/being aided by/confronting your Friend, Family, Hometown, Mentor, Enemy and making new Friends and Enemies.</p><p></p><p>2) The way significant game content can manifest in Town is the following:</p><p></p><p>* Fallout from a Town Events Roll as you enter.</p><p></p><p>* Fallout from an Adventure you just took on and resolved or didn’t (and the implications that has on Town or the denizens therein).</p><p></p><p>* Personal Business in Town (which has an associated Lifestyle Cost; this is something you must manage and resolve when you leave Town). What you could do might directly lead to a Test with rather significant (to both the shared fiction and the gamestate) stakes or a Twist from a failed Test might lead to a spiraling Conflict or the players might directly invoke a Conflict themselves (Conflicts lead to getting what you want, or not, or getting what you want with a little or a lot of fallout…and that could lead to snowballing content).</p><p></p><p>3) So the orientation to Town phase for the GM is not at all Traditional. I’m following the procedures and I’m following the players around and we’re resolving their Town moves within very codified, principally-guided and constrained structure.</p><p></p><p>So physical, spiritual, or social conflict might break out (Convince, Convince Crowd, Kill, Banish/Disrupt Banishment, Flee/Pursue), but it’s always (a) Events Table related (procedures) or (b) player-invoked and resolved (and now it’s either <em>get what you want </em>or <em>things get complicated</em>).</p><p></p><p>4) As to what you’re invoking? Honestly, I could see it happening due to some chain like -</p><p></p><p>Town Events Roll in Hometown gone bad > a snowballing series of Personal Business Tests (involving Circles, Scholar and various and sundry other means/resources). This is pretty much quintessential Story Now and procedural snowballing. The GM doesn’t unilaterally conceive and deploy in (Home)Town the kind of “resolve the intrigue/mystery” metaplot that it seems like you might be invoking? Again, something kindred can emerge, but (a) the introduction of and resolution of the content and the orientation of the participants to it is quite different than in Trad D&D.</p><p></p><p>This could lead to a “Social Crawl” at an Adventure Site (eg The Castle) in Town (Loremaster’s Manual discusses this).</p><p></p><p>It’s just that “getting there” is not Traditional in the slightest and neither is resolving it (a Social Crawl at The Castle would still entail the Adventure Design for a Wilderness or Ruins Crawl and The Grind would be in play the same…Camp phase would be a respite that has to be reskinned a little bit; Survival wouldn’t be the move to resolve the surveiling for the respite and the amenities sought would be different as would Camp Events Table).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8647994, member: 6696971"] I apologize. I forgot to reply to this. So a few thoughts/examples: 1) Play is certainly about “survival against a hostile, mythological world bent on laying you low” but it’s also about: * Fighting for what you Believe. * Struggling with your Creed. * Aiding/being aided by/confronting your Friend, Family, Hometown, Mentor, Enemy and making new Friends and Enemies. 2) The way significant game content can manifest in Town is the following: * Fallout from a Town Events Roll as you enter. * Fallout from an Adventure you just took on and resolved or didn’t (and the implications that has on Town or the denizens therein). * Personal Business in Town (which has an associated Lifestyle Cost; this is something you must manage and resolve when you leave Town). What you could do might directly lead to a Test with rather significant (to both the shared fiction and the gamestate) stakes or a Twist from a failed Test might lead to a spiraling Conflict or the players might directly invoke a Conflict themselves (Conflicts lead to getting what you want, or not, or getting what you want with a little or a lot of fallout…and that could lead to snowballing content). 3) So the orientation to Town phase for the GM is not at all Traditional. I’m following the procedures and I’m following the players around and we’re resolving their Town moves within very codified, principally-guided and constrained structure. So physical, spiritual, or social conflict might break out (Convince, Convince Crowd, Kill, Banish/Disrupt Banishment, Flee/Pursue), but it’s always (a) Events Table related (procedures) or (b) player-invoked and resolved (and now it’s either [I]get what you want [/I]or [I]things get complicated[/I]). 4) As to what you’re invoking? Honestly, I could see it happening due to some chain like - Town Events Roll in Hometown gone bad > a snowballing series of Personal Business Tests (involving Circles, Scholar and various and sundry other means/resources). This is pretty much quintessential Story Now and procedural snowballing. The GM doesn’t unilaterally conceive and deploy in (Home)Town the kind of “resolve the intrigue/mystery” metaplot that it seems like you might be invoking? Again, something kindred can emerge, but (a) the introduction of and resolution of the content and the orientation of the participants to it is quite different than in Trad D&D. This could lead to a “Social Crawl” at an Adventure Site (eg The Castle) in Town (Loremaster’s Manual discusses this). It’s just that “getting there” is not Traditional in the slightest and neither is resolving it (a Social Crawl at The Castle would still entail the Adventure Design for a Wilderness or Ruins Crawl and The Grind would be in play the same…Camp phase would be a respite that has to be reskinned a little bit; Survival wouldn’t be the move to resolve the surveiling for the respite and the amenities sought would be different as would Camp Events Table). [/QUOTE]
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