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What is the point of GM's notes?
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<blockquote data-quote="AnotherGuy" data-source="post: 8265343" data-attributes="member: 7029930"><p>So I strongly agree with both your post and [USER=8495]@uzirath[/USER]'s. With yours specifically as you touch on <em>Skilled Play</em> which is something I'm concerned with, and with uzirath's regarding the focus of resources.</p><p></p><p>In BitD (I'm not sure if this is the flashback mechanic or something else), there is the thing where one has open slots for their equipment, which a player could expend such resource to author that a particular equipment was brought along.</p><p>Now in D&D this is tricky as it connects to gold, encumbrance and movement rates. One can incorporate such a mechanic with various parameters such as you need to have had the gold before leaving town and whatever item is authored into existence shouldn't affect your movement rate. I did incorporate this mechanic once, specifically when the party were travelling on horseback and/or with pack animals. It was much easier to get around the encumbrance and movement rate limitation.</p><p>The players enjoyed the mechanic as the adventure focused on exploration and equipment attrition.</p><p>Three horses were harmed in the playing of this adventure - one by a wild griffons, and two while traversing a perilous mountain path.</p><p></p><p>In Greg Saunders' post-apocalyptic<a href="https://www.kickstarter.com/projects/firerubydesigns/summerland-tabletop-rpg-second-edition" target="_blank"> Summerland</a> game (originally released prior 2010 I think) you play Drifters who have suffered trauma during their lives which makes them partially immune to the Call, the siren-song of the forest. The trauma is not fully established at the start of play, but one can use the game's mechanic (similar to a flashback) to slowly build on the trauma in order to overcome obstacles. In so doing the character goes through a process of redemption and begins becoming more susceptible to the Call.</p><p>I bought and played the original game which is strongly immersive with its narrative-styled mechanics.</p><p></p><h4></h4></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8265343, member: 7029930"] So I strongly agree with both your post and [USER=8495]@uzirath[/USER]'s. With yours specifically as you touch on [I]Skilled Play[/I] which is something I'm concerned with, and with uzirath's regarding the focus of resources. In BitD (I'm not sure if this is the flashback mechanic or something else), there is the thing where one has open slots for their equipment, which a player could expend such resource to author that a particular equipment was brought along. Now in D&D this is tricky as it connects to gold, encumbrance and movement rates. One can incorporate such a mechanic with various parameters such as you need to have had the gold before leaving town and whatever item is authored into existence shouldn't affect your movement rate. I did incorporate this mechanic once, specifically when the party were travelling on horseback and/or with pack animals. It was much easier to get around the encumbrance and movement rate limitation. The players enjoyed the mechanic as the adventure focused on exploration and equipment attrition. Three horses were harmed in the playing of this adventure - one by a wild griffons, and two while traversing a perilous mountain path. In Greg Saunders' post-apocalyptic[URL='https://www.kickstarter.com/projects/firerubydesigns/summerland-tabletop-rpg-second-edition'] Summerland[/URL] game (originally released prior 2010 I think) you play Drifters who have suffered trauma during their lives which makes them partially immune to the Call, the siren-song of the forest. The trauma is not fully established at the start of play, but one can use the game's mechanic (similar to a flashback) to slowly build on the trauma in order to overcome obstacles. In so doing the character goes through a process of redemption and begins becoming more susceptible to the Call. I bought and played the original game which is strongly immersive with its narrative-styled mechanics. [HEADING=3][/HEADING] [/QUOTE]
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