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<blockquote data-quote="aramis erak" data-source="post: 9043115" data-attributes="member: 6779310"><p>Wick's Orkworld Ahlvsees are bodysnatching body-morphing alien monstrousities... They don't procreate like mortals... they instead possess their victim, then reshape the body into an elf-shape. And when it's broken too much, they hop forms...</p><p>The Dwarves are comically obtuse, too.</p><p>It's also worth noting that the mechanics don't work well - a few oversights- but they do enforce the trope that the tribes are dying out due to a mix of bad hunting (due to Humans) and being hunted by humans...</p><p></p><p>The rules don't start until page 178...</p><p></p><p>To get it to something survivably (for the PCs) playable requires several <em>interesting readings</em> of the extant RAW. Careful ones.</p><p></p><p>The game is a narrativist/gamist hybrid... you get ONE hunting scene per winter; anyone who hunts doesn't get to fight monsters, and monsters always attack in winter. A zhoosha 1 thraka with skill 3 in a hunting-related skill generates 2 5/24 food points.... on a medium year. On a bad one, tho... that same guy is worth an average of 1 5/9 food points.</p><p>THat's not a sim approach. It's one roll for the winter, because the winter feast is a dramatic need.</p><p>There's one monster raid in the winter. Always. It's a dramatic need. And the "hunters can't fight the monsters" isn't always true... it's only true about half the time, but can you afford that risk?</p><p></p><p>And, despite the lore that says pregnant dowmgaday become dowmga and move out, the rules read as though they can stay in as lesser dowmga... as I said, <em>interesting reads</em>....</p><p></p><p>There is plenty to sim-mode the personalities, but at its heart, John expects players to "play dirty" - know the key mechanics, and work them, because the story arises from both participants and mechanics. And to use the flexibility of the light mechanics (Zhoosha+Virtue+Skill)d6k1 to handle any oddities by just picking a difficulty based upon their chosen skill (and quickly - he sets a 5 second rule) and having them roll.</p><p></p><p>There is literally no room for classic sim mode via tables, nor for "reasoned sim mode" by considering all the angles...</p><p></p><p>He also gives some <em>Wick</em>ed notice on GMing...</p><p></p><p></p><p>Given the original post version, the psionics distinction is rather arbitrary.</p><p>Given the revised version a few posts up? If it's not new info, it's not arbitrary. Stating there are consequences ahead of time is, [USER=6685730]@GMMichael[/USER] , a form of mechanical enforcement. A weak one, but a rule none the less. If none of that had been established prior to the point the decision needed to be made, the GM bringing them up now would be Arbitrary, and hence, violate "Wheaton's Law" - which you can feel free to google.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9043115, member: 6779310"] Wick's Orkworld Ahlvsees are bodysnatching body-morphing alien monstrousities... They don't procreate like mortals... they instead possess their victim, then reshape the body into an elf-shape. And when it's broken too much, they hop forms... The Dwarves are comically obtuse, too. It's also worth noting that the mechanics don't work well - a few oversights- but they do enforce the trope that the tribes are dying out due to a mix of bad hunting (due to Humans) and being hunted by humans... The rules don't start until page 178... To get it to something survivably (for the PCs) playable requires several [I]interesting readings[/I] of the extant RAW. Careful ones. The game is a narrativist/gamist hybrid... you get ONE hunting scene per winter; anyone who hunts doesn't get to fight monsters, and monsters always attack in winter. A zhoosha 1 thraka with skill 3 in a hunting-related skill generates 2 5/24 food points.... on a medium year. On a bad one, tho... that same guy is worth an average of 1 5/9 food points. THat's not a sim approach. It's one roll for the winter, because the winter feast is a dramatic need. There's one monster raid in the winter. Always. It's a dramatic need. And the "hunters can't fight the monsters" isn't always true... it's only true about half the time, but can you afford that risk? And, despite the lore that says pregnant dowmgaday become dowmga and move out, the rules read as though they can stay in as lesser dowmga... as I said, [I]interesting reads[/I].... There is plenty to sim-mode the personalities, but at its heart, John expects players to "play dirty" - know the key mechanics, and work them, because the story arises from both participants and mechanics. And to use the flexibility of the light mechanics (Zhoosha+Virtue+Skill)d6k1 to handle any oddities by just picking a difficulty based upon their chosen skill (and quickly - he sets a 5 second rule) and having them roll. There is literally no room for classic sim mode via tables, nor for "reasoned sim mode" by considering all the angles... He also gives some [I]Wick[/I]ed notice on GMing... Given the original post version, the psionics distinction is rather arbitrary. Given the revised version a few posts up? If it's not new info, it's not arbitrary. Stating there are consequences ahead of time is, [USER=6685730]@GMMichael[/USER] , a form of mechanical enforcement. A weak one, but a rule none the less. If none of that had been established prior to the point the decision needed to be made, the GM bringing them up now would be Arbitrary, and hence, violate "Wheaton's Law" - which you can feel free to google. [/QUOTE]
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