Episode 7 of the podcast is up. Enjoy!
Episode 7 of the podcast is up. Enjoy!
Episode 7 of the podcast is up. Enjoy!
Google+ community from Dec 2012 to March 2019
Episode 7 of the podcast is up. Enjoy!
Episode 7 of the podcast is up. Enjoy!
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If only this had been up a few hours ago I could have improved the later part of my work day. Snagging it now!
If only this had been up a few hours ago I could have improved the later part of my work day. Snagging it now!
Actually, it was up last night at 11:59 pm. Subscribe!
Actually, it was up last night at 11:59 pm. Subscribe!
/me hangs head in shame
/me hangs head in shame
Just got done listening to it; another great session. I will chime in that I do think of games like Fate to be “gateway drugs” for traditional players to get into story games. Having tried to get several people converted to the dark side, I have found that the struggle of breaking old ways and habits can be really hard. Fate, and other hybrid games, are really pretty handy in that they help bridge that gap and I see traditional players seem to adapt more easily taking them through games like this. Just my $0.02 from my experience. I also find oddball mechanics to be fun when it works for the game. If it is done just to be different then I would argue the value. I thought Dread has one of the oddest such mechanics but I felt it really added to what they were trying to do with their story. I would love to see a 2.0 revamp though. I backed Time Cellist as well and I think it sounds like a really interesting take on conflict resolution. It will be cool to see if it delivers.
Just got done listening to it; another great session. I will chime in that I do think of games like Fate to be “gateway drugs” for traditional players to get into story games. Having tried to get several people converted to the dark side, I have found that the struggle of breaking old ways and habits can be really hard. Fate, and other hybrid games, are really pretty handy in that they help bridge that gap and I see traditional players seem to adapt more easily taking them through games like this. Just my $0.02 from my experience. I also find oddball mechanics to be fun when it works for the game. If it is done just to be different then I would argue the value. I thought Dread has one of the oddest such mechanics but I felt it really added to what they were trying to do with their story. I would love to see a 2.0 revamp though. I backed Time Cellist as well and I think it sounds like a really interesting take on conflict resolution. It will be cool to see if it delivers.
I agree with Sean on this. Fate isn’t too alien to trad players but includes a lot of great story game elements. And you don’t really need to keep track of all the aspects – good players should bring them to the fore. As a counter-point to the PBTA games, I like them but I find picking from a list of moves brings me out of the narrative and seems to result in a lot of repetitive play.
I agree with Sean on this. Fate isn’t too alien to trad players but includes a lot of great story game elements. And you don’t really need to keep track of all the aspects – good players should bring them to the fore. As a counter-point to the PBTA games, I like them but I find picking from a list of moves brings me out of the narrative and seems to result in a lot of repetitive play.
Andy Evans That might be a reverse way of thinking about PbtA, though. The moves aren’t an exclusive list of what you can and can’t do (like in, say, an exception-based game like Pathfinder). Rather, you can narrate your character doing whatever you would like them to do. If a move triggers, you go to the dice. If not, you just keep narrating. In fact, most of the time, you trigger the basic moves rather than the playbook-specific ones, and that’s because those moves cover essentially anything you might want to do in the fiction. It is a mistake to look at the playbook and think “These four things are what I can do.” No. You can do anything, but these four things are what make your character special.
Andy Evans That might be a reverse way of thinking about PbtA, though. The moves aren’t an exclusive list of what you can and can’t do (like in, say, an exception-based game like Pathfinder). Rather, you can narrate your character doing whatever you would like them to do. If a move triggers, you go to the dice. If not, you just keep narrating. In fact, most of the time, you trigger the basic moves rather than the playbook-specific ones, and that’s because those moves cover essentially anything you might want to do in the fiction. It is a mistake to look at the playbook and think “These four things are what I can do.” No. You can do anything, but these four things are what make your character special.