Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

moconnor

Comments

  • Goodbye, to the forum and thanks all for the conversation. See you elsewhere on the internet. -Michael
  • Went back and heavily redesigned Picaresque based on some feedback here. There is now a solid starting situation with named NPCs already tied to each PC. This has been much easier for new players to jump into, as there is more existing canon to bu…
  • Exciting! I'm eager to see any and all projects that come out of this blorb discussion. I have ideas, but they're on the backburner until all of Goblinville is out.
  • PbtB! Haha, great branding already.
  • Yeah, @2097. If you ever write the Blorb RPG, where these procedures are the rules, I would buy and play it for sure.
  • Ran a playtest of a new Goblinville adventure for seven ( ) players. It flowed surprisingly well. Mostly new players, but impressive buy in to the concept and systems. The spotlight-sharing was more or less seamless. We adjusted the timeline of…
  • I love that the initiation missions in Dogs in the Vineyard, especially that your opposition might be the version of yourself that you want to move past. I love the seasons in Mouse Guard, that they have their own dice pools (and thus you roll agai…
  • I’ll try to think of some! Meanwhile, I recently played Kingdom Death, and was curious if there was some influence from that on Goblinville. It has a similar (but much more mechanized) approach to monster stats (their actions/moves double as their …
  • @Guy Srinivasan Yeah, perfect. I've got 'gremlins' on the stat block list and this is pure inspiration.
  • Any monsters folks would like to see in Goblinville? Alternately, any interesting fantasy monsters you think are too often-overlooked?
  • I do think blorby play is a little less dependent on the players' (including GM!) ability to narrate interesting things or otherwise contribute engaging fiction. Whether or not this is desirable is of course a matter of personal preference. I think …
  • Yeah, the info on the playstyle / approach of Freebooters is really interesting. Thanks for sharing.
  • Agreed. The focus of these interwoven threads is definitely still on your design / theory, I think a more descriptive term is more accessible to some folks (like me).
    in Klockwerk Comment by moconnor June 2019
  • Agreeing with the characters if it makes sense and asking them to try another way if it doesn't. If they get into an interesting situation with a potential to fail the GM can ask them to pay for the success. This seems like the area of the game that…
  • Yeah, this is exactly why I developed the method of stating the failure condition that relates fictional positioning to the outcome explicitly. This is such a good practice. It's baked-in to BurningWheel and OtherKind Dice (including Goblinville)…
  • Well done! You're a hero.
  • It's a good vivid term, but is there any reason why "klockwerk" instead of simply "clockwork"? I am fine with Clockwork, actually; less time spent seeing that I've spelled it consistently.
    in Klockwerk Comment by moconnor June 2019
  • One thing to keep in mind is 6- is "make a GM Move," not necessarily "the players fail.. Totally, missed rolls are key to the dramatic ebb and flow of the game, and definitely reflective of a "brutal fumble" by a player character.
  • One thing about this project though… I remember one of my friends asking me about DW and I said "lol you really want us to switch to a game where there's around 40% chance of fumbling on every roll?" 6- rolls happen often Assuming that players are l…
  • Events should not be prepped though, things like “and no matter what, the bad guy should get away somehow” is not adherent. Prep should be places/problems/goals, not a sequence of scenes and setpieces.(Or for some game styles the relationship map is…
  • Could someone explain to me what the hell “blorb” means so I don’t have to try and figure it out? I have been trying to avoid using the word since it is (intentionally?) very unclear. @Silmenume suggested 'Klockwerk' as an alternative, which I like.…
  • And the reason I think it works in BW is because the map includes belief-space. A player may in fact predictably change blorb-space in BW simply by writing a belief which is not challenged by what everyone knows is the status quo. That's part of BW…
  • Gladly! I actually think this difference in the design of Torchbearer and Burning Wheel is a failure point for some people. Torchbearer and Mouse Guard have a reputation for being Burning-Wheel-lite, since the have similar mechanical features (s…
  • There is a mechanical interaction that makes clear that the GM introduces challenges to player beliefs (through events and NPCs): end of session rewards. In Torchbearer, if a player didn't have an opportunity to act on a belief, then they should co…
  • I agree with @Deliverator 's BW summary. I think there are even good guidelines for how to tune your prepped/ improvised Burning Wheel material: Prep a tense situation. Present it big-picture before play, continuing showing new details of it when…
  • How much do players know before play starts about the adventure sites? Really, I'm just asking if they know they exist on the map. How important are the non-adventure site hexes? Also, just shooting to the chase, does any of this have application…
  • What do you do to confine play within an area to allow better blorbiness? I mean, at the campaign level. I can't claim perfect Klockwerk systems, but I have an answer that reflects our attempts. We agreed as a table to stick to the region on our w…
  • I'll ask my friend about it. He might be willing to come register here and start a thread about it. I'd be interested to hear it!
  • In Gauntlet, the Otherkind and Learn by Failing, look the same. I used h1 tags on Otherkind to make a header. # is header1 in markdown. **this** is bold in markdown.
  • "Otherkind" Yes, Otherkind dice are the **greatest**. # Learn by failing "The advancement rules in Mouse Guard and Torchbearer requires both successful and failed attempts at a skill. "
  • Just tested, HTML tags work, as does markdown.
  • I think just markdown formatting?
  • Stealing @Silmenume's use of "Klockwork" play because I think it is evocative and descriptive. I am eager to transfer the concepts I'm gleaning to my forum-resistant group and having evocative terms helps. I would say my two preferred styles of pl…
  • I also want to build on @Aviatrix's observation that most of the games played/ analyzed/ discussed in the Gauntlet are OSR or Indie. I have found this to be true, but without a rift between the two scenes. Some folks play both, others have a prefe…
  • @Paul_T I don't think there's any barrier to bringing more theory discussion, so long as it is accessible (defining terms, assuming no knowledge of other forum discussion). I think the main thing that is needed is a critical mass of interest. And…
  • Ah, yeah. I haven't seen any Rapid Attack hacks out there, but I can't think of a reason it wouldn't work.
  • I agree with @Silmenume that your games are almost entirely opposites of each other. The focus in your game (Sandra) is, it seems to me, to create something as "tangible" as possible that the players can then interact with. There are solid and predi…
  • I like the Gauntlet Forums. I have been on their slack channel for a while but I folks are much more inclined to have an extended dialogue on the forum, which is my preference. Conversation seems to focus much more on comparing systems, hype for n…
  • My magician hit 3rd level (yay!) and was too broke to pay his bills (boo!). Heading back out into the wilds with resources taxed down to 1. We found an obviously cursed idol made of solid gold. We didn't sell it (yet) but it may come to that if w…
  • If you mean Mobile Frame Zero: Firebrands, then yes, Vincent has a medieval hack dropping in print soon: https://www.kickstarter.com/projects/226674021/the-king-is-dead-a-roleplaying-party-game And already in PDF: https://www.drivethrurpg.com/produ…
  • Please, please, please...if you go to a new place keep you same alias, so I know who I am talking to. Oh that's a good point. I post elsewhere under my name, Michael Dunn-O'Connor.
  • Thanks so much to @Andy and @James_Stuart for moderating. I've very much enjoyed my time here. I am also on the Burning Wheel forums, the Gauntlet forums, and the Gauntlet Slack. I hope to see folks elsewhere on the internet!
  • Also, Matt Mercer's commitment to the talking bee voice.
  • My favourite part is seeing just how obvious it is that Colbert played old-school D&D, every step of the way. Couldn't get much clearer than that! Yeah, I enjoyed this, too!
  • When designing reward cycles, we should all meditate quite intently on this mantra: "External rewards interfere with intrinsic motivation." I disagree with the implication that in-game rewards are external rewards. External reward: Giving $5 to th…
  • I played Orrin (Level 2 Human Magician) in the first half of a two-shot Torchbearer adventure about finding a hidden cache of medicine to aid some refugees of a border war. It was planned as a one-shot, a couple failed rolls in Torchbearer can dram…
  • I first heard the term elsewhere, so either it has spread, or it has multiple points of origin. I imagine I can avoid the term easily though, as I'm trying to back away from the 5E discussion in general.
  • Finally, Sage LaTorra is working on a Game of Thrones rpg built off Vincent Baker's Apocalypse World: Dark Age. https://twitter.com/olde_fortran/status/1130486093239873536 I haven't played it, but I am hoping to try it soon. It looks pretty cleve…
  • If you are looking for a lighter system than AW, I really enjoy All Men Must Die by Paul Riddle. It's written as a Game of Thrones hack for Undying, but I have played it in other fantasy-feudal settings with great effect. It's diceless, with moves…
  • I own and have read The Sword, The Crown, and the Unspeakable Power (SCUP) and I have decided not to run it (though I imagine someone could change my mind). For one, I found it too loose for my tastes in how the characters are supposed to interact.…