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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9840629" data-attributes="member: 7044197"><p>You know what made it "click" for me? </p><p></p><p>I went back to D&D and failed rolls resulted in nothing happening.</p><p></p><p>I went back to running WoD and there was no "Success with Complications" result.</p><p>Which, again...IMHO... is <em>no the same thing in any way whatsoever </em>as "partial success" that some systems use.</p><p></p><p>No amount of fussing over what 3 successes meant vs 4, no amount of needing 2 successes and getting 7 and trying to guess what that meant. And above all else = no more needing to fudge rolls or results when a player rolled a Fail or I the ST rolled a Fail....</p><p></p><p>Seeing the "moves" in action make it soooo much easier to understand the <em>Purpose </em>of the GM (MC) Principles and moves. Seeing a game truly and really resolve it as a "success" and then complications (and not just rip our the rung under a player by negating the success)= lifechanging! Also, I am no longer "the GM" they fear or outwit, they work with me and they lean into the drama because PBTA also taught us to trust "us".</p><p></p><p>I have now written my own <a href="https://storytellerrpg.itch.io/war-of-the-stars" target="_blank"><strong>Star Wars PBTA game</strong></a>, and I offer it as a really great intro to what PBTA is and how it generates amazing stories and drama without the GM needing to fudge, agonize, or frustrate.</p><p></p><p>I wrote it to highlight to GM/ST like me = what it is that makes life easier, and how i get those great emotion/drama/*uckery moments I loved in WoD that were just exhausting (or landmine bad) to make!</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9840629, member: 7044197"] You know what made it "click" for me? I went back to D&D and failed rolls resulted in nothing happening. I went back to running WoD and there was no "Success with Complications" result. Which, again...IMHO... is [I]no the same thing in any way whatsoever [/I]as "partial success" that some systems use. No amount of fussing over what 3 successes meant vs 4, no amount of needing 2 successes and getting 7 and trying to guess what that meant. And above all else = no more needing to fudge rolls or results when a player rolled a Fail or I the ST rolled a Fail.... Seeing the "moves" in action make it soooo much easier to understand the [I]Purpose [/I]of the GM (MC) Principles and moves. Seeing a game truly and really resolve it as a "success" and then complications (and not just rip our the rung under a player by negating the success)= lifechanging! Also, I am no longer "the GM" they fear or outwit, they work with me and they lean into the drama because PBTA also taught us to trust "us". I have now written my own [URL='https://storytellerrpg.itch.io/war-of-the-stars'][B]Star Wars PBTA game[/B][/URL], and I offer it as a really great intro to what PBTA is and how it generates amazing stories and drama without the GM needing to fudge, agonize, or frustrate. I wrote it to highlight to GM/ST like me = what it is that makes life easier, and how i get those great emotion/drama/*uckery moments I loved in WoD that were just exhausting (or landmine bad) to make! [/QUOTE]
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