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2024-03-25, 12:18 PMWell done, skill challenges are pretty close to things like Blades in the Dark having clocks. I think the real benefit of them is that they can...84 replies | 5796 view(s)
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2024-03-22, 04:28 PMYeah, exactly. Ultimately, they're both the same - "no, you can't play that". But doing it "behind the scenes" is just passive aggressive and...126 replies | 7389 view(s)
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2024-03-22, 01:47 PMThis. Honestly, I consider it a flaw in the game design. If you want to be able to let a character bypass an aspect of game design, I'd rather...126 replies | 7389 view(s)
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2024-03-22, 10:58 AMI've played in SCs that were amazing, and SCs that were terrible. I think the rules were, generally, solid. I think the advice given on how to...84 replies | 5796 view(s)
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2024-03-21, 02:58 PMkyoryu replied to a thread DM Help Ideas for "Grey morality" optional side quests in Roleplaying Games"The party knows what's going on, and is really conflicted about it" is a much more interesting space. But I tend to think that most RPGs rely too...31 replies | 2576 view(s)
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2024-03-21, 02:56 PMIt's not for me either, but it clearly is for some people. The key here I think is really knowing where players want/expect/need to have delta, as...126 replies | 7389 view(s)
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2024-03-21, 11:41 AMkyoryu replied to a thread Do Mechanics Actually Matter for a Role-Playing Game? in Roleplaying GamesNot just that, but also what the possibility space of those buttons is. Let's take two possible games, and I'm going to a similar example here. ...25 replies | 1799 view(s)
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2024-03-20, 07:30 PMkyoryu replied to a thread Do Mechanics Actually Matter for a Role-Playing Game? in Roleplaying GamesYes. However, I tend to think that, for the most part, dice rolling mechanisms matter the least. What's generally more important are things like...25 replies | 1799 view(s)
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2024-03-20, 01:30 PMI think that most presumptions are basically "cards refresh when you run out". Having them not refresh, and having them always represent...126 replies | 7389 view(s)
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2024-03-20, 11:44 AMkyoryu replied to a thread DM Help Ideas for "Grey morality" optional side quests in Roleplaying GamesI think that's close, but not spot on. I consider it more as prioritizing individual choice over organization, and flexibility over planning. ...31 replies | 2576 view(s)
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2024-03-19, 09:42 AMFor narrative games, 2-4 hours. For traditional, probably 4-6. There's a reason I play more narrative games these days :smallbiggrin:27 replies | 1200 view(s)
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2024-03-18, 01:33 PMIt's not inherently at oddds with "traditional" game systems. I've run higher-agency games for decades using traditional game systems. It is at...126 replies | 7389 view(s)
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2024-03-18, 11:51 AMJust as a note, most "storygames" and "narrative games" lean heavily into player agency. It's only the plot-based, "traditional" games that really...126 replies | 7389 view(s)
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2024-03-18, 08:08 AMGenerally, no. It crosses the line when it starts to abuse what I generally call the implicit social contract of cooperative RPGs - the one that's...152 replies | 38334 view(s)
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2024-03-17, 03:25 PMThat sounds pretty much full on chaotic evil.152 replies | 38334 view(s)
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2024-03-15, 10:19 AMThis is more or less how storium.com works. You get a number of cards, either strengths or weaknesses. The GM sets up obstacles, with a number of...126 replies | 7389 view(s)
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2024-03-14, 11:18 AMThe general advice from narrative games is "don't do that". If you need to roll on something that must/should succeed, then make the roll about...71 replies | 8130 view(s)
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2024-03-14, 10:30 AMYou're making this awfully black and white. Given that it's a game, I think it's reasonable to ask for, effectively, "a preponderence of evidence". ...152 replies | 38334 view(s)
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2024-03-14, 10:19 AMAgreed. It mixes in some of the "choose your fate" aspects of the card into a more traditional randomized system. I mean... the easiest...126 replies | 7389 view(s)
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2024-03-13, 03:47 PMIn most rules-light games, you can't really have preset difficulties. What you generally have is a well-understood set of difficulty targets for...71 replies | 8130 view(s)
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2024-03-13, 02:02 PMI think the shift was already in place by the early-mid 80s. Also a lot of people picking up the game as kids (myself included) never really did...126 replies | 7389 view(s)
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2024-03-13, 11:51 AMThis is kinda the key to me, really. They went to kill something that didn't attack them, wasn't attacking anyone, and that they had no evidence had...152 replies | 38334 view(s)
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2024-03-13, 11:02 AMI think this is a good way of looking at it. As a quick model, I'd probably assign in a given situation a number 1-10 for each category, 1 being...126 replies | 7389 view(s)
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2024-03-13, 10:56 AMI don't know why that's not more generally accepted. For the most part, when you attempt things, you know roughly how difficult they are. If I'm...71 replies | 8130 view(s)
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2024-03-12, 04:25 PMI think it was just two things, really. 1. The switch to presuming a single character vs a stable of characters. 2. The addition of long-term...126 replies | 7389 view(s)
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2024-03-11, 12:56 PMI agree that there are lots of interesting choices outside of failure that need to be leaned on, but I'd like to point out that there's lots of...126 replies | 7389 view(s)
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2024-03-07, 02:55 PMMy advice is simple: Don't pitch games as "play D&D". Pitch a more specific campaign concept that gives players direction as to what types of...30 replies | 4370 view(s)
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2024-03-07, 11:30 AMI think there's also something in there about consequences either being extremely obvious, or the result of multiple decisions. Like, in your...126 replies | 7389 view(s)
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2024-03-06, 10:26 PMYeah, I'm really having a hard time finding another way to parse this. I'm normally all about "we're not getting the whole story", and that's...152 replies | 38334 view(s)
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2024-03-06, 12:49 PMI don't know that high lethality is bad for Delta V (getting beyond the "failure doesn't have to mean death" discussion). What's important is that...126 replies | 7389 view(s)
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"Gosh 2D8HP, you are so very correct (and also good looking)"
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