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General Tabletop Discussion
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Various ways of setting up and starting RPG play
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<blockquote data-quote="Manbearcat" data-source="post: 8774252" data-attributes="member: 6696971"><p>I like your taxonomy. Some thoughts:</p><p></p><p>* I think your (otherwise good) taxonomy <em>might </em>be missing (<em>though it might not…C might be sufficient</em>) another entry that captures games like AW and Blades (I think you can also slot My Life With Master here, including “create the Master/Mistress as session 1):</p><p></p><p>E) <em>The game itself creates a premise and, within that premise, PCs are made. Initial play is centered around developing threats, conflicts, opportunities. The GM frames loose scenes, follows the PCs around, and this process firms up a pregnant-with-conflict nexus that spark subsequent play</em>.</p><p></p><p>This is similar to C in key ways, but might be sufficiently different that it needs its own entry.</p><p>[HR][/HR]</p><p></p><p>Torchbearer is a bit of both B and D contingent upon how much Twists in Town/Adventure/Journey engage with Friends, Family, Hometown, Rivals, Beliefs, Creed (3rd and beyond) + how much Adventure is generated based on these things.</p><p></p><p>If those two things recede while Adventures are picked by players from a small menu of prepared scenarios (that don’t engage, or engage marginally) with PC-flagged dramatic needs) and Goal is an outgrowth of that choice, then Torchbearer will lean toward <em>Classic D&D</em> <em>play of the Moldvay variety</em> which is full-throated D play. </p><p></p><p>If BOTH Adventure & Goal are dictated by GM AND Friends, Family, Hometown, Rivals, Beliefs, Creed recede into the background to become (effectively) mere color, then we’re in <em>Adventure Path/Setting-As-Protagonist play</em>.</p><p></p><p>These are all key differences that implement a rather different play experience for Torchbearer. I think it’s possible that the significant differences between these last two <strong>might warrant another entry in your taxonomy</strong>.</p><p></p><p>[HR][/HR]</p><p></p><p>Dogs in the Vineyard is A and C with your backstory initiation scene being PC kicker and then your C kicks into high gear.</p><p></p><p>[HR][/HR]</p><p></p><p>If the “collectively create a map and leave blanks” initial phase of play is included in DW, then it falls into A and then B (just like Burning Wheel or Shadows of Yesterday with Bonds and Alignment doing the heavy lifting).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8774252, member: 6696971"] I like your taxonomy. Some thoughts: * I think your (otherwise good) taxonomy [I]might [/I]be missing ([I]though it might not…C might be sufficient[/I]) another entry that captures games like AW and Blades (I think you can also slot My Life With Master here, including “create the Master/Mistress as session 1): E) [I]The game itself creates a premise and, within that premise, PCs are made. Initial play is centered around developing threats, conflicts, opportunities. The GM frames loose scenes, follows the PCs around, and this process firms up a pregnant-with-conflict nexus that spark subsequent play[/I]. This is similar to C in key ways, but might be sufficiently different that it needs its own entry. [HR][/HR] Torchbearer is a bit of both B and D contingent upon how much Twists in Town/Adventure/Journey engage with Friends, Family, Hometown, Rivals, Beliefs, Creed (3rd and beyond) + how much Adventure is generated based on these things. If those two things recede while Adventures are picked by players from a small menu of prepared scenarios (that don’t engage, or engage marginally) with PC-flagged dramatic needs) and Goal is an outgrowth of that choice, then Torchbearer will lean toward [I]Classic D&D[/I] [I]play of the Moldvay variety[/I] which is full-throated D play. If BOTH Adventure & Goal are dictated by GM AND Friends, Family, Hometown, Rivals, Beliefs, Creed recede into the background to become (effectively) mere color, then we’re in [I]Adventure Path/Setting-As-Protagonist play[/I]. These are all key differences that implement a rather different play experience for Torchbearer. I think it’s possible that the significant differences between these last two [B]might warrant another entry in your taxonomy[/B]. [HR][/HR] Dogs in the Vineyard is A and C with your backstory initiation scene being PC kicker and then your C kicks into high gear. [HR][/HR] If the “collectively create a map and leave blanks” initial phase of play is included in DW, then it falls into A and then B (just like Burning Wheel or Shadows of Yesterday with Bonds and Alignment doing the heavy lifting). [/QUOTE]
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