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Stonetop RPG - Session post-mortems
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<blockquote data-quote="Manbearcat" data-source="post: 8580050" data-attributes="member: 6696971"><p>I was waiting for this from you!</p><p></p><p></p><p></p><p>Yeah, we all agreed that it was particularly interesting that Trys' player decided that her situation with her father was too raw, too volatile for her to confront. When she asked her friends to look into his disappearance without her, we were all taken in by the idea.</p><p></p><p>I don't know if you've seen Deadwood (yes, more Western references from me!)? This game has a very Deadwood feel to me personally (despite it being set in a fantasy Iron/Bronze Age crucible). Every person in the village matters. Who they are. What they do. How their shoes can't just be filled by another. The system pushes that and decisions feed back into that.</p><p></p><p>So the way split-party action > consequences impact everyone is a few ways:</p><p></p><p>1) Affecting Stonetop (its personnel and its sensitivity to that personnel/assets/statistics directly, forcing Steading moves which may create new fiction/affect stats-by-proxy, or creating new Threats that will emerge to potentially compromise those things, or manifesting Grim Portents of existing Threats) which (like the Crew in Blades) is its own character.</p><p></p><p>2) Affecting the manifestation of Grim Portents toward Impending Dooms (filling boxes until the Doom tolls) when the configuration of one group's fiction <> moves & results makes sense to amplify/impact the Threats that the other group is presently dealing with.</p><p></p><p>(2) is a delicate matter as there are temporal, spatial, fictional positioning, and thematic constraints in play here. So a GM will have to be extremely shrewd and skillful in incorporating all the constituent parts in their decision-making process. And if the players don't love the move, they should express that. Sometimes (as we both know!) a GM thinks a move is particularly shrewd and skillful (masterfully threading that needle in the first sentence) and one or more players don't feel it.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8580050, member: 6696971"] I was waiting for this from you! Yeah, we all agreed that it was particularly interesting that Trys' player decided that her situation with her father was too raw, too volatile for her to confront. When she asked her friends to look into his disappearance without her, we were all taken in by the idea. I don't know if you've seen Deadwood (yes, more Western references from me!)? This game has a very Deadwood feel to me personally (despite it being set in a fantasy Iron/Bronze Age crucible). Every person in the village matters. Who they are. What they do. How their shoes can't just be filled by another. The system pushes that and decisions feed back into that. So the way split-party action > consequences impact everyone is a few ways: 1) Affecting Stonetop (its personnel and its sensitivity to that personnel/assets/statistics directly, forcing Steading moves which may create new fiction/affect stats-by-proxy, or creating new Threats that will emerge to potentially compromise those things, or manifesting Grim Portents of existing Threats) which (like the Crew in Blades) is its own character. 2) Affecting the manifestation of Grim Portents toward Impending Dooms (filling boxes until the Doom tolls) when the configuration of one group's fiction <> moves & results makes sense to amplify/impact the Threats that the other group is presently dealing with. (2) is a delicate matter as there are temporal, spatial, fictional positioning, and thematic constraints in play here. So a GM will have to be extremely shrewd and skillful in incorporating all the constituent parts in their decision-making process. And if the players don't love the move, they should express that. Sometimes (as we both know!) a GM thinks a move is particularly shrewd and skillful (masterfully threading that needle in the first sentence) and one or more players don't feel it. [/QUOTE]
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