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General Tabletop Discussion
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Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7769447" data-attributes="member: 6873517"><p>One thing I really have to emphasize about the Threat/Momentum mechanic is that if you just read it, you really don't get a feel for it. It <em>runs</em> way better than it <em>reads</em>. </p><p></p><p></p><p></p><p></p><p>I have no problem running games that way and it's how I run most of mine, to be clear. I'm still running a heavily house ruled 2E game, after all. </p><p></p><p></p><p></p><p></p><p>No the thing about a mound of Threat chips is that the players <em>know</em> about them. They can <em>see</em> the pile. They <em>made</em> the pile. It's very tangible. </p><p></p><p></p><p></p><p></p><p>Nope, not how momentum works. The game was written to give you a powerful incentive to spend it. If you try to hoard, it diminishes rapidly and in my experience it rarely hangs around for long. (You mentioned that later.) </p><p></p><p></p><p></p><p></p><p>Yes, it is a mechanical implementation of what a skilled DM does in an ad hoc way. </p><p></p><p></p><p></p><p></p><p>Iv'e GMed many games for a long time and I found that in general Threat/Momentum helped me because it integrates the ebbs and flows of dramatic pulp style action really well and does it in a way that's much better than any other system I've found. For instance, it's fast and the die pool mechanic is rational in the sense that more skill or ability always helps you and larger die pools, which are inherently more risky, are the results of things you chose. </p><p></p><p>I am NOT claiming 2D20 is a perfect system nor that I'd want to use it for every game. Other games have had threat chips before, of course. The reason I like it is not because it doesn't have predecessors, but because its implementation is pretty clean.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7769447, member: 6873517"] One thing I really have to emphasize about the Threat/Momentum mechanic is that if you just read it, you really don't get a feel for it. It [I]runs[/I] way better than it [I]reads[/I]. I have no problem running games that way and it's how I run most of mine, to be clear. I'm still running a heavily house ruled 2E game, after all. No the thing about a mound of Threat chips is that the players [I]know[/I] about them. They can [I]see[/I] the pile. They [I]made[/I] the pile. It's very tangible. Nope, not how momentum works. The game was written to give you a powerful incentive to spend it. If you try to hoard, it diminishes rapidly and in my experience it rarely hangs around for long. (You mentioned that later.) Yes, it is a mechanical implementation of what a skilled DM does in an ad hoc way. Iv'e GMed many games for a long time and I found that in general Threat/Momentum helped me because it integrates the ebbs and flows of dramatic pulp style action really well and does it in a way that's much better than any other system I've found. For instance, it's fast and the die pool mechanic is rational in the sense that more skill or ability always helps you and larger die pools, which are inherently more risky, are the results of things you chose. I am NOT claiming 2D20 is a perfect system nor that I'd want to use it for every game. Other games have had threat chips before, of course. The reason I like it is not because it doesn't have predecessors, but because its implementation is pretty clean. [/QUOTE]
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