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Torchbearer 2nd ed Kickstarter
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<blockquote data-quote="Manbearcat" data-source="post: 7973661" data-attributes="member: 6696971"><p>I've thought on this a bit more (the "core mechanic"). Beyond all of what I said above, if I were to describe Torchbearer to anyone (especially Mouse Guard players), I would first describe:</p><p></p><p><strong>Light and Time</strong> - Candles, torches, lanterns each provide light for a number of turns. Your individual and collective loadout will have a very finite amount of lite. As exploration turns accrue, the light wanes to Dim then to Darkness, the succession of which makes increases Obstacles and/or makes some Tests impossible. Skillfully spending your finite resources to strategically refresh this is essential (and also making sure that the wealth is spread).</p><p></p><p><strong>The Grind</strong> - Every fourth turn, PCs accrue a Condition. If a Condition isn't addressed in the intervening period by some means, you move down the track to the next Condition. This is a positive feedback loop that is also amplified by failed Tests (which either result in Twists, new problems, or Success with a Condition).</p><p></p><p>More than anything, this is what separates the game from Mouse Guard and creates the brutal, exhausting, high-stakes feel of every moment of the game.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7973661, member: 6696971"] I've thought on this a bit more (the "core mechanic"). Beyond all of what I said above, if I were to describe Torchbearer to anyone (especially Mouse Guard players), I would first describe: [B]Light and Time[/B] - Candles, torches, lanterns each provide light for a number of turns. Your individual and collective loadout will have a very finite amount of lite. As exploration turns accrue, the light wanes to Dim then to Darkness, the succession of which makes increases Obstacles and/or makes some Tests impossible. Skillfully spending your finite resources to strategically refresh this is essential (and also making sure that the wealth is spread). [B]The Grind[/B] - Every fourth turn, PCs accrue a Condition. If a Condition isn't addressed in the intervening period by some means, you move down the track to the next Condition. This is a positive feedback loop that is also amplified by failed Tests (which either result in Twists, new problems, or Success with a Condition). More than anything, this is what separates the game from Mouse Guard and creates the brutal, exhausting, high-stakes feel of every moment of the game. [/QUOTE]
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