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Torchbearer 2nd ed Kickstarter
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<blockquote data-quote="Manbearcat" data-source="post: 7972818" data-attributes="member: 6696971"><p>Think of it as sort of a mash-up between Moldvay Basic and Blades in the Dark's Scores and Clocks. </p><p></p><p>Like Moldvay, the GM builds themed Adventuring Sites (that Torchbearer gives a very good procedure for, both in generating coherent theme, interesting hook, provocative obstacles, and balance for the game's delving machinery). The GM Adventuring Sites are meant to test the player's and PC's skill (Traits, Abilities, Skills, Wises and the players' guile and moxie) and the characters' mettle (in this case Belief, Goal, Instinct, Nature, and now Creed). Not every dungeon is going to be themed for all players, but there should be Obstacles and Twists that are "personal" in some way.</p><p></p><p>In the Town phase (Information Gathering/Free Play in Blades), the players investigate prospective Adventuring Sites and prepare for the coming adventure (assets, loadout, etc).</p><p></p><p>There is a high resolution map for an Adventuring Site. There is a set number of base problems/Obstacles based on whether its small and easy, moderate (size and difficulty), or huge and brutal. There is a set number of Obstacle difficulty (should always be a few low tier obstacles, one TPK-ish obstacle, with all the rest, the bulk of them, moderately difficult). </p><p></p><p>Every problem/Obstacle in the Adventuring Site should have multiple ways of approaching it (2 minimum but typically 3+ with the GM being open to new ideas).</p><p></p><p>Then...you have the emergent stuff that changes the course of play; the "Wandering Monsters" and Blades' Complication equivalent; Twists. These come as a product of the action resolution mechanics and the Conflict mechanics. The book provides you generic ones that you can basically pick from a list on a per theme basis or you can make your own or make them up on the spot (a la PBtA and FitD games and D&D 4e and Cortex+ etc). For instance, here is one under a few headers:</p><p></p><p><strong>Personal Twists</strong></p><p></p><p>* You find something in your pack that absolutely should not be there</p><p></p><p><strong>Monster Twists</strong></p><p></p><p>* You find the creature grieving for its lost young</p><p></p><p><strong>Dungeon Twists</strong></p><p></p><p>* Lava. That's right, lava.</p><p></p><p><strong>Wilderness Twists</strong></p><p></p><p>* You take a wrong turn into a familiar area, but something has changed.</p><p></p><p><strong>Talking Twists</strong></p><p></p><p>* He feels great sadness and remorse, even though he did nothing and is blameless</p><p></p><p>There's also <strong>Magic, Prayer, and Adventuring Prospecting Twists</strong> as well.</p><p></p><p></p><p>When these things emerge, they change the situation significantly, alter the stakes of the whole Op/Score/Delve (because they can snowball) and many times (like with normal Obstacles/problems) cause the Conflict mechanics to be engaged (which can result in a further Twist). </p><p></p><p>In the course of any given adventure, almost all of those important character aspects above will be tested, Conditions will accrue, and characters will change forevermore (if they survive the Op/Score/Delve).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7972818, member: 6696971"] Think of it as sort of a mash-up between Moldvay Basic and Blades in the Dark's Scores and Clocks. Like Moldvay, the GM builds themed Adventuring Sites (that Torchbearer gives a very good procedure for, both in generating coherent theme, interesting hook, provocative obstacles, and balance for the game's delving machinery). The GM Adventuring Sites are meant to test the player's and PC's skill (Traits, Abilities, Skills, Wises and the players' guile and moxie) and the characters' mettle (in this case Belief, Goal, Instinct, Nature, and now Creed). Not every dungeon is going to be themed for all players, but there should be Obstacles and Twists that are "personal" in some way. In the Town phase (Information Gathering/Free Play in Blades), the players investigate prospective Adventuring Sites and prepare for the coming adventure (assets, loadout, etc). There is a high resolution map for an Adventuring Site. There is a set number of base problems/Obstacles based on whether its small and easy, moderate (size and difficulty), or huge and brutal. There is a set number of Obstacle difficulty (should always be a few low tier obstacles, one TPK-ish obstacle, with all the rest, the bulk of them, moderately difficult). Every problem/Obstacle in the Adventuring Site should have multiple ways of approaching it (2 minimum but typically 3+ with the GM being open to new ideas). Then...you have the emergent stuff that changes the course of play; the "Wandering Monsters" and Blades' Complication equivalent; Twists. These come as a product of the action resolution mechanics and the Conflict mechanics. The book provides you generic ones that you can basically pick from a list on a per theme basis or you can make your own or make them up on the spot (a la PBtA and FitD games and D&D 4e and Cortex+ etc). For instance, here is one under a few headers: [B]Personal Twists[/B] * You find something in your pack that absolutely should not be there [B]Monster Twists[/B] * You find the creature grieving for its lost young [B]Dungeon Twists[/B] * Lava. That's right, lava. [B]Wilderness Twists[/B] * You take a wrong turn into a familiar area, but something has changed. [B]Talking Twists[/B] * He feels great sadness and remorse, even though he did nothing and is blameless There's also [B]Magic, Prayer, and Adventuring Prospecting Twists[/B] as well. When these things emerge, they change the situation significantly, alter the stakes of the whole Op/Score/Delve (because they can snowball) and many times (like with normal Obstacles/problems) cause the Conflict mechanics to be engaged (which can result in a further Twist). In the course of any given adventure, almost all of those important character aspects above will be tested, Conditions will accrue, and characters will change forevermore (if they survive the Op/Score/Delve). [/QUOTE]
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