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Like Beyond the Wall?
Maybe? Tell me about Beyond the Wall...does it ditch the narrative elements and/or GM-limiting Move structure of PbtA?
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Like Beyond the Wall?
It's an OSR game for YA fantasy where each archetype gets a lifepath/playbook hybrid. But the rest, barring some possibly new school GM advice is what you'd expect from OSR games.Maybe? Tell me about Beyond the Wall...does it ditch the narrative elements and/or GM-limiting Move structure of PbtA?
"Reaching critical mass" is what I was going to base my answer on, given that Pendragon has never had a great popularity AFAICT. But as I said, popularity is hard to determine.
You are probably right, but then what would we discuss about?
Like Beyond the Wall?
What is a playbook? Is it something game specific or a fancy term for something most gamers would already be familiar with?
What is a playbook? Is it something game specific or a fancy term for something most gamers would already be familiar with?
Based on the things you listed that you like, you probably want to check FitD out.
It is a celebrated game, nevertheless. Anyway, critical mass for me would be where Call of Cthulhu adopted the 'roll high but under’ mechanism rather than the less intuitive full/half/fifth mechanism it currently uses. Don’t think it will happen for a good while yet though."Reaching critical mass" is what I was going to base my answer on, given that Pendragon has never had a great popularity AFAICT. But as I said, popularity is hard to determine.
Not really playbooks, but I like how Mutant Y0 does character types, with motivations and bonds tying them to the setting and other characters from the get-go. The presence of same the NPCs in different playbooks, in negative and positive relations (one player has "X saved my life" and another has "X wronged me in the past, and I will get my revenge") is really ingenious IMO.
I don't see it happening with CoC while it's with nuChaosium. But that might be just me.It is a celebrated game, nevertheless. Anyway, critical mass for me would be where Call of Cthulhu adopted the 'roll high but under’ mechanism rather than the less intuitive full/half/fifth mechanism it currently uses. Don’t think it will happen for a good while yet though.
Well, I was thinking of using it for a personal project, but I'm not sure whether it's part of their IP.I was going to mention BtW as well for the way it uses lifepath chargen playbooks for flavourful characters tied to the setting and each other and the scenario playbooks for quick, short prep play.
I'm a bit surprised the scenario and chargen playbooks haven't been more widely copied in the OSR as they are so ingenious and clever.
Well, put it this way: if Arc Dream ever decided to expand it’s Delta Green line to include a historical supplemental setting in the 1920s, Chaosium would be sweating...I don't see it happening with CoC while it's with nuChaosium. But that might be just me.
Doesn't mean it's not getting popular in the d100 community, though. I recently read a pseudo-Bronze age game where it was used, and I didn't even remember to include it.
I'd love to see that, since I like Delta Green's rules!Well, put it this way: if Arc Dream ever decided to expand it’s Delta Green line to include a historical supplemental setting in the 1920s, Chaosium would be sweating...
I made a character for it during the January challenge. If you have any questions I have my copy fairly handy. But yeah it's the characters goal to move up the social ladder.En Garde' is set in the musketeer time of France, IIRC (not sure if can dig up my copy from way back) it has an kind of abstract action system where you are vying more for social rank (getter into better clubs, literally) and getting mentioned in dispatches was a big thing, kind of like going viral. A really fun little game, like one little 64 page booklet or so, again IIRC.
Heh thanks you nailed it with this post and saved me a lot of trouble by summing up my favorite modern trends in gaming. All of these improvements are applicable across many systems and genres.I'm fond of the abstraction trend (slots for encumbrance, shorter skill lists, etc.), "fail forward", and mechanics that avoid counting a million different little modifiers. I also like the trends of creating characters with story hooks and connections to other characters built in.
I also like some of the new layout trends: Old School Essentials, Mothership, Mork Borg that can say a lot in a little space and are easy to reference.
Indeed, and agree.Heh thanks you nailed it with this post and saved me a lot of trouble by summing up my favorite modern trends in gaming. All of these improvements are applicable across many systems and genres.
What I don't understand is why people divide themselves into old school and new school camps like they were political parties or rappers. The obvious and sensible solution is to use the best of both!
Something I forgot to mention about Vagabonds that I also thought was very cool is that the game doesn't have stats for the characters. Each character has a list of traits that act as tags, the sum of +/- tags give you the aptitude for a given roll. I like it because the whole focus of char gen is on who the character is, plus because there is no stat rolling, there's also a nice even playing field and no chance you can't focus in on the concept you want to run with. Combined with the absence of classes the system produces some very flavorful characters - everything about the character is a player decision.
No, although I had that same thought the first time I read the title. The basic feel is a lovely portmanteau of OSR play with that grimy, brutal, WHFRP feel, topped off with a soupcon of low magic swords-and-sorcery sensibility. The game doesn't have a built in setting btw. I think I could run it as-is for WHFRP though, although I'm only on my second read-thru, so that's just my first impression. The char gen is very diagetic though, so given the right setting (like the Old World) I'm pretty confident of that reading. One of the things that really struck me about the game is how well it would lend itself to pretty much any appropriate setting, mostly because of how baked-in character experiences and background are to how a given PC functions mechanically.Is the premise based on Welsh myth?
Although every single roll by every single character becomes a conversation/negotiation with the GM about which of your “traits in the form of phrases” apply in this circumstance.Something I forgot to mention about Vagabonds that I also thought was very cool is that the game doesn't have stats for the characters. Each character has a list of traits that act as tags, the sum of +/- tags give you the aptitude for a given roll. I like it because the whole focus of char gen is on who the character is, plus because there is no stat rolling, there's also a nice even playing field and no chance you can't focus in on the concept you want to run with. Combined with the absence of classes the system produces some very flavorful characters - everything about the character is a player decision.
I really doubt that's how it works in practice, although I can certainly see that being part of the learning curve. When you look at the actual traits, which are all very character indexed, by which I mean background and motivation, it's pretty straightforward. Also, because the range there is -3 to +3 it's also pretty easy to eyeball on the fly. It's not just a list of traits either btw, each one is defined as part of character generation - everyone starts with: approach to conflict, goal (cause or ethos), gimmick, background, foreground, and a weakness. It's more intuitive than it sounds, IMO anyway, and despite what you might think, I am somewhat leery of tags for the exact reason you mention.Although every single roll by every single character becomes a conversation/negotiation with the GM about which of your “traits in the form of phrases” apply in this circumstance.
Dude that is totally metal and I am stealing it for my combined fantasy settings. A perfect ritual for a daemonic cultist or Lovecraftian sorcerer. I really enjoy tempting PCs with great power at a terrible cost. To their credit they never take the bait but I think it helps reinforce a cosmic horror theme or two.Also, apropos of nothing in particular, I have to like any game that has an ability called Corpsegate...
You can cast a profane, visceral ritual that allows you to teleport between two corpses. The corpses must be about the same size as your body or larger than it, and fresh enough to still contain blood and organs. The two corpses must be related by blood in some way, although certain magical connections might be strong enough. They can be any distance apart, but must be on the same plane and not protected by a magical ward. They can belong to any species. Upon completing the ritual, step “through” the entry corpse, and roll as normal.
Haven't played Vagabonds but in practice, this doesn't really happen in most games with open traits - players mostly suggest obviously applicable traits and ignore blatantly inapplicable ones on their own, without anyone needing to call bullshit. There may occasionally be some discussion about edge cases, but you can reduce that by discussing traits in detail before you start playing, and over time and play and getting to know the characters the definitions firm up on their own anyway.Although every single roll by every single character becomes a conversation/negotiation with the GM about which of your “traits in the form of phrases” apply in this circumstance.
I should mentioned that Corpsegate is from the Vagabond's Cyclopedia, a rules expansion for the basic game.Dude that is totally metal and I am stealing it for my combined fantasy settings. A perfect ritual for a daemonic cultist or Lovecraftian sorcerer. I really enjoy tempting PCs with great power at a terrible cost. To their credit they never take the bait but I think it helps reinforce a cosmic horror theme or two.