• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Search results

  1. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    Indeed! Good reading material for this weekend. Thanks for taking the time!
  2. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    We are playing a No-Myth 4e Story Now game At the end of character creation, we end up with a number of characters that each have a significant number of thematic seeds ripe for dramatic exploration. This as a natural byproduct of 4e systemic support that generates these types of characters...
  3. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    Thank you for highlighting the difference between objective DCs, and SC level-based DCs. It's been a while since this thread started so I might have been inadvertently conflating the two, but I think it's a good reminder that there is a difference and the difference is clear. Yes, I'm totally...
  4. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    Also, the reason I have decided to come back to this thread is because I want to now revisit something that slightly confuses me about running @pemerton ian scene-framed 4E No-Myth vs Low-Myth, specially when it comes to the moment when players are reading into the fiction and pronounce...
  5. andreszarta

    D&D 4E Reconciling 4e's rough edges with Story Now play

    So, I didn't end up responding that weekend, but now I am ready, almost a year later. So, sorry @Manbearcat, grad school has been overwhelming. Several ideas here: First of all, I think that there is not much room to finagle with the values. Since your role as the GM is to, like you said...
  6. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    This makes total sense to me! I don't know if we'll draw the same conclusions from it once you read and play, but I'm happy to agree with you on this initial point.
  7. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    Neat, elegant, I love what I am reading! Daggerheart does not purport itself to be that kind of rigidly structured game. It wants to have a FitD-like narrative structure. It says it right in the manuscript. Focusing solely on the Fear side of the equation.This resource is used for several...
  8. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    Hey Permeton! It's nice to chat with you again. I have 0 problems with metacurrencies as game designer's tool. I'm not terribly familiar with MHRP but from my quick online search and readthrough of the Basic Manual tells me that its a game with a very rigid and intentional scene structure, both...
  9. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    Just apply inductive reasoning, step by step, and you'll get the whole picture. :).
  10. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    Come on friends! Fear and Hope, the central thematic axis of the game, as clumsy meta-currencies that clash with the purposed "Story Centric" ambitions stated by the game? Commoditization, as an answer to help determine legitimacy of actions, was Fate's misguided answer towards narrative gaming...
  11. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    That's basically it! Don't really care to defend my position too much other that to assert, if this assertion hasn't been made before, that the game borrows blindly and sloppily.
  12. andreszarta

    Critical Role's 'Daggerheart' Open Playtest Starts In March

    Daggerheart is kind of like a dagger to my heart...like at a personal level. It reduces a decade's ludotech, into a nightmarish mishmash of popular system features. I feel it's not just a step back; it's a clumsy stumble in game design, failing to harness the potential of its rich heritage.
  13. andreszarta

    Recurring silly comment about Apocalypse World and similar RPGs

    I believe AW's subsystem for triggering a move is very much based on Vincent's own conception of principled freeform. You do not need procedural mechanics to create gameable objects. An opportunity need to be understood by the MC as an opportunity. The principles of the game are suggestive of...
  14. andreszarta

    Grade the Powered by the Apocalypse (PbtA) System

    Hi! I'm late to the party. I offer this post and, in particular call out my response in it, to provide a different view on the writer's room perceived feature that these games often get lumped with. Historically, there have been mentions of PbtA games resembling writer's rooms. While I'm...
  15. andreszarta

    Rolling under the stat expresses Baker's three insights

    Let me preface: This is a conversation starter; a distant cousin to Why do RPGs have rules? I seek more to learn than to preach. I don't think what I'm about to write is revolutionary by any means, but maybe you can see how some of the ideas here are original? This is like a first draft...
  16. andreszarta

    Why do RPGs have rules?

    Yup! With you 100%. No disagreement there. Not saying the outcomes outloud before the roll vs framing them before produces notable differences in gameplay. The expansion of the output space, though, like does it really dramatically change the play experience? Originally I was responding to...
  17. andreszarta

    Why do RPGs have rules?

    You said: You are saying that partial successes reduce the likelihood of a GM having to "manipulate things either behind the scenes or directly in order to keep things moving forward". Your statement already assumes a bunch of things about gameplay namely: That there is a thing that needs to...
  18. andreszarta

    Why do RPGs have rules?

    Cross-post, I didn't see your reply before I sent mine. Notice that in both cases you are still relying on the GM to adjudicate the result, and you still have a particular story thing that "needs to be moved forward" by someone. The nuance, you propose, is that the partial result may lessen the...
  19. andreszarta

    Why do RPGs have rules?

    Please elaborate. How is the experience different? Success with a cost? Sure, I think it's seen frequently as part of the "OC style play" that is primarily based in character concept affirmation which quite a popular way to play 5e these days. Do they outright SAY "We are playing with this...
  20. andreszarta

    Why do RPGs have rules?

    Do you find that moving from binary task resolution to tiered task resolution actually changes how that game is played? Like, qualitatively, is the game really that different? I bring this up because (and specially when these particular point revives a famous discussion from decades ago) in most...
Top