After a long holiday break, the podcast is back! For this one, Ferrell Riley joins us to talk about PvP mechanics.

After a long holiday break, the podcast is back! For this one, Ferrell Riley joins us to talk about PvP mechanics.

After a long holiday break, the podcast is back! For this one, Ferrell Riley joins us to talk about PvP mechanics.

Our goal is to release a new episode every Friday morning.

http://gauntletpodcast.libsyn.com/size/2

14 thoughts on “After a long holiday break, the podcast is back! For this one, Ferrell Riley joins us to talk about PvP mechanics.”

  1. I’ve been catching up with the podcast, can I think is was episode (number 3) where there was a discussion about PbtA and XP.  

    A mention was made that the Warren didn’t have XP or advancement (I think).  I played the Warren a few weeks ago, and advancement may have changed from previous versions.

    In the version I played, once per session, each rabbit could choose an advancement.  Also, a rabbit can choose to sacrifice themselves.  This gives an advancement to each other player.  I think.

  2. I’ve been catching up with the podcast, can I think is was episode (number 3) where there was a discussion about PbtA and XP.  

    A mention was made that the Warren didn’t have XP or advancement (I think).  I played the Warren a few weeks ago, and advancement may have changed from previous versions.

    In the version I played, once per session, each rabbit could choose an advancement.  Also, a rabbit can choose to sacrifice themselves.  This gives an advancement to each other player.  I think.

  3. I’m also curious about XP in the DW game.

    XP is given for failure, but leveling after a number of XP causes stat increases.  This will make failure less likely.

    In practice at higher levels, does this cause failure to happen less often for  tasks that players have indicated that they want to see more of by investing XP?

  4. I’m also curious about XP in the DW game.

    XP is given for failure, but leveling after a number of XP causes stat increases.  This will make failure less likely.

    In practice at higher levels, does this cause failure to happen less often for  tasks that players have indicated that they want to see more of by investing XP?

  5. steven watkins You may be right about the Warren. When we played it, it was in playtest and called Lapins & Lairs. It was awhile ago, so we may not be remembering it correctly. Still, I think the spirit of that game is very much that the rabbits just move on or die (it’s certainly not comparable to the drive for advancement in other games). 

    As for DW, yes, at higher levels, the XP flow slows down a bit, but it has never been remarked on by my players, which makes me think they don’t notice it. 

  6. steven watkins You may be right about the Warren. When we played it, it was in playtest and called Lapins & Lairs. It was awhile ago, so we may not be remembering it correctly. Still, I think the spirit of that game is very much that the rabbits just move on or die (it’s certainly not comparable to the drive for advancement in other games). 

    As for DW, yes, at higher levels, the XP flow slows down a bit, but it has never been remarked on by my players, which makes me think they don’t notice it. 

  7. Jason Cordova Hey, are your DW players traditional gamers or story gamers?  I have a mix of about half and half, and I’m worried the trad players will miss the XP advancement.

  8. Jason Cordova Hey, are your DW players traditional gamers or story gamers?  I have a mix of about half and half, and I’m worried the trad players will miss the XP advancement.

  9. steven watkins Ours is a mix of the two, although most of the players who were previously just trad players now attend our other Meetups and are getting into the story games more and more (we have that effect on people). 

    The change in advancement speed at higher levels is pretty subtle (and barely noticeable). Most players will naturally start to hit the End of Session XP awards harder when the Failure XPs start to slow down. And this is a good thing, because the End of Session awards are more about narrative and story. In many ways, DW accomplishes what FATE attempts to do in terms of encouraging trad players to think more about story, but in a much more elegant manner (in my opinion). The core mechanic emphasizes narration and is much simpler than FATE. The End of Session awards further hammer it home (although Bonds are little tricky at first). 

  10. steven watkins Ours is a mix of the two, although most of the players who were previously just trad players now attend our other Meetups and are getting into the story games more and more (we have that effect on people). 

    The change in advancement speed at higher levels is pretty subtle (and barely noticeable). Most players will naturally start to hit the End of Session XP awards harder when the Failure XPs start to slow down. And this is a good thing, because the End of Session awards are more about narrative and story. In many ways, DW accomplishes what FATE attempts to do in terms of encouraging trad players to think more about story, but in a much more elegant manner (in my opinion). The core mechanic emphasizes narration and is much simpler than FATE. The End of Session awards further hammer it home (although Bonds are little tricky at first). 

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