Recent content by pemerton

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    What Do You Think Of As "Modern TTRPG Mechanics"?

    Chess and backgammon have in common the movement of pieces on a board, by two players, with rules for capture, and an attempt to win by reaching an end-state that is pretty tightly defined by the rules. They're different boardgames, but have more in common with one another than with, say, Seven...
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    When Player Driven Adventures Don't Pan Out

    I know that this sort of thing is very popular, but isn't a feature of my play. I personally don't think that it has much to do with player-driven play. I don't understand how this is supposed to be less "canned", and more "spontaneous", than what I described, or what @Capmbell described, that...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    Personally, I think it's a hopeless notion. It's like saying that chess has a different "play style" from backgammon - no, they're just different games with different rules. I find the use of "PbtA" as if it were an informative label pretty hopeless too. Murderous Ghosts is a PbtA game, but as...
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    When Player Driven Adventures Don't Pan Out

    In the abstract, I might respond maybe it's no different. But to me it seems that whenever this topic come up, a lot of people who regard themselves as good GMs of reasonably conventional D&D find example of play from (say) Apocalypse World or Burning Wheel pretty outrageous. Which therefore...
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    When Player Driven Adventures Don't Pan Out

    I don't think so. And I know this isn't true. Upthread I linked to five examples of actual play. At least one of them actually provides examples of significant character change. "Canned" just seems like a synonym for "prepared", which is true. Like, if I decide - as per one of the examples I...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    Don't worry about that! I don't think you are. And I always find your posts pretty interesting, although I don't know if always grasp them right away - sometimes it takes a little bit of back-and-forth. OK, I see what you mean here and I agree that the book doesn't give advice on this sort of...
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    When Player Driven Adventures Don't Pan Out

    I think this might be related to your problem in the OP. What I mean by that is that, if the GM does their setting and situation work on their own, and then the players come up with motivations on their own, you're basically relying on good luck/coincidence for things to actually work out...
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I'll accept there have to be some assumptions. A card game often assumes that the players know what it means, for instance, to shuffle the cards and deal hands. The analogue in a RPG might be assuming that participants know how to roll and read dice. Perhaps even that they have an idea of the...
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    When Player Driven Adventures Don't Pan Out

    Here are some examples - actual play reports - of player-driven RPGing: * Burning Wheel, where I'm the player; you can see how the GM follows player-generated cues <Burning Wheel actual play> * Burning Wheel, where me and my friend are both players and GMs (roughly, each frames the scenes and...
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    When Player Driven Adventures Don't Pan Out

    I'd go so far as to say that that is probably bad advice.
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    The idea that GMing principles for a RPG are "training wheels" or for "beginner GMs" is one of the more bizarre, yet recurrent, ideas out there.
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    Prince Valiant probably doesn't count as breakout, but it has rotating GM responsibilities as part of its rules, back in 1989. Burning Wheel has clear procedures and agenda, and has the whole table vote for Mouldbreaker awards, the Trait Vote, etc.
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    What Do You Think Of As "Modern TTRPG Mechanics"?

    I don't think I'm in "hot demand" as a GM. I'm certainly not part of a "service industry"! I just have a thing I like doing - RPGing, including GMing RPGs - and I have friends who like RPGing too, and who mostly prefer the player to the GM role. So we play games together. It doesn't seem like...
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    Mythic Bastionland - initial impressions, and making a Realm

    Torchbearer 2e uses random events that index things that matter to the PCs, like friends and family. It's a different approach from Mythic Bastionland, but is definitely something that is shaping how I think about the latter. EDIT: Just read @zakael19's reply mentioning AW, DW etc. I fully...
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    Mythic Bastionland - initial impressions, and making a Realm

    In my case, I read out to my players the brief account of the people of the Realm, which includes this: SEERS • Those who understand the nature of Myth enough to glimpse into our future. • Their visions grant legitimacy and direction to a Knight’s quest. • They know when a Squire is ready to...
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