Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What do you think about Powered by the Apocalypse games?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grendel_Khan" data-source="post: 8597294" data-attributes="member: 7028554"><p>There are a lot of specific differences, and just as PbtA games can be very different from one another, there's a lot of variety among FitD games.</p><p></p><p>But imo the biggest difference is that in FitD when the player gets a consequence, they can choose to resist it, usually by adding a variable amount of Stress points. Resisting might totally negate a consequence (the guard didn't see you sneaking around) or reduce it (the guard isn't raising the alarm, but they are coming to investigate).</p><p></p><p>Once your Stress track is full, you take a Trauma, typically meaning you're basically out of the session. Traumas are different from physical injuries, in that they usually can't be removed, they have lingering effects (you're paranoid, etc.) and if you get four of them, your character is retired.</p><p></p><p>Though Traumas are usually permanent, Stress is removed by doing something in downtime (play alternates between a score/mission phase, and then a downtime phase), like indulging in a Vice.</p><p></p><p>The PCs' ability to resist--at least until they're full on Stress--means GMs are maybe encouraged to move harder against them than in PbtA (if you're familiar with Brindlewood Bay or The Between, resisting is a little like putting on a Crown or Mask). Other stuff gets generated and accelerated, too. Gaining Stress through resisting consequences feeds into downtime activities and the narrative consequences those can generate. And the Traumas that result from running out of Stress are another kind of existential threat, in addition to whether you live or die. Also, in theory, racking up Traumas makes you more and more of a weirdo, which is fun to play. Resisting consequences isn't the only way to accrue Stress and start related things rolling, but it's a consistent one.</p><p></p><p></p><p>Another big difference is that FitD games tend to be more specific about the stakes of each dice roll. Based on the fictional positioning, including what the PC is trying to do, the GM might say that what a PC is doing is a <em>risky</em> action that will have <em>limited</em> effect (firing a slew of wild shots at approaching enemies while you run for cover, hoping to rattle them or keep their heads down for a moment) or it's a <em>desperate</em> action with <em>moderate</em> effect (you're standing your ground, gunslinger-style, and trying to drop as many as you can). A lot of stuff might factor into how dangerous or effective the action is, like how many enemies there are, whether they have armor, what kind of weapon you're using, etc. I'm probably making it sound more complicated than it is, but to me it offers a bit more structure to a given action than in PbtA, and that has its benefits and drawbacks.</p><p></p><p></p><p>I'm personally way more comfortable with FitD's generally more structured (but still very very open-ended) approach than with PbtA, because I'm still a trad little baby at heart. But they share a lot, especially the common dice roll result of success-with-consequence, and the overall emphasis on consequences driving the entire play loop, instead of constant GM prep.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8597294, member: 7028554"] There are a lot of specific differences, and just as PbtA games can be very different from one another, there's a lot of variety among FitD games. But imo the biggest difference is that in FitD when the player gets a consequence, they can choose to resist it, usually by adding a variable amount of Stress points. Resisting might totally negate a consequence (the guard didn't see you sneaking around) or reduce it (the guard isn't raising the alarm, but they are coming to investigate). Once your Stress track is full, you take a Trauma, typically meaning you're basically out of the session. Traumas are different from physical injuries, in that they usually can't be removed, they have lingering effects (you're paranoid, etc.) and if you get four of them, your character is retired. Though Traumas are usually permanent, Stress is removed by doing something in downtime (play alternates between a score/mission phase, and then a downtime phase), like indulging in a Vice. The PCs' ability to resist--at least until they're full on Stress--means GMs are maybe encouraged to move harder against them than in PbtA (if you're familiar with Brindlewood Bay or The Between, resisting is a little like putting on a Crown or Mask). Other stuff gets generated and accelerated, too. Gaining Stress through resisting consequences feeds into downtime activities and the narrative consequences those can generate. And the Traumas that result from running out of Stress are another kind of existential threat, in addition to whether you live or die. Also, in theory, racking up Traumas makes you more and more of a weirdo, which is fun to play. Resisting consequences isn't the only way to accrue Stress and start related things rolling, but it's a consistent one. Another big difference is that FitD games tend to be more specific about the stakes of each dice roll. Based on the fictional positioning, including what the PC is trying to do, the GM might say that what a PC is doing is a [I]risky[/I] action that will have [I]limited[/I] effect (firing a slew of wild shots at approaching enemies while you run for cover, hoping to rattle them or keep their heads down for a moment) or it's a [I]desperate[/I] action with [I]moderate[/I] effect (you're standing your ground, gunslinger-style, and trying to drop as many as you can). A lot of stuff might factor into how dangerous or effective the action is, like how many enemies there are, whether they have armor, what kind of weapon you're using, etc. I'm probably making it sound more complicated than it is, but to me it offers a bit more structure to a given action than in PbtA, and that has its benefits and drawbacks. I'm personally way more comfortable with FitD's generally more structured (but still very very open-ended) approach than with PbtA, because I'm still a trad little baby at heart. But they share a lot, especially the common dice roll result of success-with-consequence, and the overall emphasis on consequences driving the entire play loop, instead of constant GM prep. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What do you think about Powered by the Apocalypse games?
Top