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Torchbearer 2e - actual play of this AWESOME system! (+)
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<blockquote data-quote="pemerton" data-source="post: 8818059" data-attributes="member: 42582"><p>[USER=6696971]@Manbearcat[/USER]</p><p></p><p>My impression of the toll rules is that they do a couple of things, maybe three or four in fact:</p><p></p><p>They replace the light clock, which is often going to be a thing in the adventur-y part of the adventure phase but is not a thing when travelling;</p><p></p><p>With toll for roles, they allow camp/town-type checks to be made in the adventure phase, thereby reconciling verisimilitude (ie surely we have time to cook while travelling) with the idea that certain grind-mitigating activities (cooking, foraging, etc) can't be undertaken within the context of the grind itself;</p><p></p><p>More generally, they downplay the obstacles-and-twists vibe of the adventure phase, which is also associated with fairly "granular" interaction with the environment, and replace it with more abstract mechanics that give a sense of the passage of time and distance;</p><p></p><p>The last thing I see them doing is perhaps the most important. It's a different aspect of my third point. Whereas the third point is about verisimilitude and level of "zoom"/granularity, this final point is about the basic structure of play. Torchbearer 2e emphasises GM-presented adventures - prepared adventure sites - that the PCs have to get to if the game play is to happen. As we all know from bad experiences playing D&D and D&D-esque games, this model can break down when the obstacles the GM places in the way of travelling to the adventure location (eg wandering monsters) mean that the PCs never actually get there. (Moldvay Basic elides this problem by handwaving travel to and from the dungeon.) The toll framework is a way of "saying 'yes'" (or almost "yes") to the PCs' successful travel to the adventure site, while still establishing a sense of "weight" and "reality" for the travel.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8818059, member: 42582"] [USER=6696971]@Manbearcat[/USER] My impression of the toll rules is that they do a couple of things, maybe three or four in fact: They replace the light clock, which is often going to be a thing in the adventur-y part of the adventure phase but is not a thing when travelling; With toll for roles, they allow camp/town-type checks to be made in the adventure phase, thereby reconciling verisimilitude (ie surely we have time to cook while travelling) with the idea that certain grind-mitigating activities (cooking, foraging, etc) can't be undertaken within the context of the grind itself; More generally, they downplay the obstacles-and-twists vibe of the adventure phase, which is also associated with fairly "granular" interaction with the environment, and replace it with more abstract mechanics that give a sense of the passage of time and distance; The last thing I see them doing is perhaps the most important. It's a different aspect of my third point. Whereas the third point is about verisimilitude and level of "zoom"/granularity, this final point is about the basic structure of play. Torchbearer 2e emphasises GM-presented adventures - prepared adventure sites - that the PCs have to get to if the game play is to happen. As we all know from bad experiences playing D&D and D&D-esque games, this model can break down when the obstacles the GM places in the way of travelling to the adventure location (eg wandering monsters) mean that the PCs never actually get there. (Moldvay Basic elides this problem by handwaving travel to and from the dungeon.) The toll framework is a way of "saying 'yes'" (or almost "yes") to the PCs' successful travel to the adventure site, while still establishing a sense of "weight" and "reality" for the travel. [/QUOTE]
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