Recent content by pemerton

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    Let's talk about "plot", "story", and "play to find out."

    I've never played BitD or S&V. But based on what I know about them, what you say here makes sense: player's declare actions; rules are applied to determine outcomes of actions; where those rules require the GM to make a decision, the GM makes the decision within the specified parameters.
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    If it can count as unified if it also adds a damage determination system as a consequence of a successful attack roll, then I think Classic Traveller (1977) probably counts, and Rolemaster too. Prince Valiant (1989) is probably a better example, though - its damage system is just part of its...
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    Let's talk about "plot", "story", and "play to find out."

    Yes, this is true. I think it's quite different from actually having the story manifest during play.
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    Let's talk about "plot", "story", and "play to find out."

    I'm not entirely sure what you have in mind. I mean, yes, you'll get a series of events that occur. But is that all you mean?
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    Let's talk about "plot", "story", and "play to find out."

    I'm not sure what you mean by "what player choices or actions are curtailed?" I mean, the most straightforward answer is none. But presumably that's not the answer you're looking for? In conventional D&D play, what sorts of actions are curtailed or prohibited? Well, if the rules tell you that...
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    Let's talk about "plot", "story", and "play to find out."

    None of the games that I mentioned enforce a 3/5 act structure. As to 'what do you give up?", I don't really follow the question. They're games, they have rules.
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    Let's talk about "plot", "story", and "play to find out."

    Well, on this we fundamentally disagree. Games like Maelstrom Storytelling, HeroWars/Quest, Sorcerer, The Riddle of Steel, Burning Wheel, Apocalypse World - as well as some earlier proto-examples, like Prince Valiant and Over the Edge - make huge innovations in RPG design. The rules...
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    Let's talk about "plot", "story", and "play to find out."

    The relationship between (i) resolution mechanics and (ii) the capacity of a RPG to yield story without anyone having to author story can be illustrated by comparing some combat mechanics (which are a very popular sort of RPG mechanic). In classic D&D (the original game, B/X, and AD&D) the...
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    Let's talk about "plot", "story", and "play to find out."

    You won't get a story out of AD&D 2nd ed, played according to the rules - that is, protagonists in a conflict with rising action, and climax/resolution - unless someone authors it. Dragonlance (which I know predates AD&D 2nd ed, but is something like a harbinger for it) and contemporary D&D...
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    Let's talk about "plot", "story", and "play to find out."

    Nearly 16 years ago, Eero Tuovinen wrote this: Here’s how games like Sorcerer, Dogs in the Vineyard, some varieties of Heroquest, The Shadow of Yesterday, Mountain Witch, Primetime Adventures and more games than I care to name all work: <snip a very good account of the game procedures/"play...
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    Let's talk about "plot", "story", and "play to find out."

    There's no "collaborative storytelling" in Sorcerer or Apocalypse World, if played in the way the rulebooks set out. For instance, from AW (p 109 of the original rulebook): Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    To me, it seems that you're not fully responding to the bits that I've bolded: The worry about "do I want to find out if I can be as lucky as Joe?" seems appropriate to an early D&D luck-based dungeon. Lewis Pulsipher wrote about this in White Dwarf 45-odd years ago. But I don't really feel its...
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    Torchbearer 2e - actual play of this AWESOME system! (+)

    This post is a re-post from another active thread. Given that it is all about TB2e actual play, I thought I'd repost it here. A post about Apocalypse World procedures made me think about an episode of Torchbearer 2e GMing this weekend, when the PCs went to the tavern in a village, and so I had...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I dunno about the players, but over the years I've found a variety of RPGs that don't have the lack of depth/stability that you describe: Rolemaster, 4e D&D, Marvel Heroic RP, Burning Wheel, Torchbearer 2e, and others.
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I tend to think Be fans of the players' characters is fairly clear. That's not to say that it's especially, let alone narrowly, prescriptive. It leaves a lot of room for decision-making. (Which I think is deliberate.) But I think it's fairly clear what it does or doesn't permit. I think what it...
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