Veeky Forums, we need to talk. You play a lot of traditional games, but you're all playing D&D-alikes that don't challenge the fundamental assumptions of gameplay. Why do you have chapters and chapters of combat rules? What purpose does zero-to-hero advancement via slow accumulation of XP serve? Why do you focus on task resolution rather than conflict resolution?
Step away from D&D and discover a world of storytelling.
1/10 only replying because I’m in bed and can’t sleep
Try harder next time OP, you can do better than this.
Oliver Carter
No, fuck you. Not even a (you) to tickle your micropenis. Apocalypse Engine has died the death it deserves and can coast along like a soggy clot in a whore's cunt until the new how minimalist shitfest gets written.
Christopher Perry
can we just ignore OP's embarrassing attempt at a false flag and just use this for actual pbta discussion
Colton Collins
Is City of Mist any good? I can't really grok how the premise is supposed to work.
Also any new games that have slipped through the cracks? I don't really pay attention
Lincoln Watson
I like my games to have rules beyond >I hit him and cut of his head >Nuh uh! You cant because he has super thick armour you can't even dent! >But I have a magical razor sword of slicing so I kill him!
Cooper Gomez
Is this OP?
Caleb Morgan
Nah, I'm just drunk and shitposting. Thanks for the you before I go to sleep.
Wyatt Powell
>Why do you have chapters and chapters of combat rules? Because making the rules to cover all the non-combat stuff would take even more chapters, and it still wouldn't be as effective as leaving that sort of thing to the GM >What purpose does zero-to-hero advancement via slow accumulation of XP serve? Beats me, I just have the party level up once they make a breakthrough in whatever overarching objective they're pursuing. >Why do you focus on task resolution rather than conflict resolution? Because task resolution is the thing that most needs rules, obviously.
Also, if you're trying to shill a system, tell us more than just "this is a narrative-focused system", because that makes everyone think of fucking white wolf shit, which is the first choice of every gm who prefers railroading to actually playing a game.
Jackson Watson
>has no clue that AD&D did this much better than PbtA ever did with less pages to read
Hunter Torres
You know how they say, "Any game can be roleplaying if you bother?" that's how you make a narrative based game. your GM listens to what the players want and uses the rules as guidelines to let them know how they can do that. PbtA isn't new, innovative, or even useful for that. It's a child's "let's play pretend" game that has no actual substance to it beyond "roll dice, high numbers to win". That's all. You want a true narrrative game, play Lords of Gossamer and Shadow, Amber Diceless, Chuubo's Marvelous Wishing Engine, or Ryuutama. Don['t pretend to play a narrative game, actually play one.
Ethan Howard
Necessary pages for players to read = 2-6.
Parker Miller
>and it still wouldn't be as effective as leaving that sort of thing to the GM Then why do you have chapters and chapters of combat rules?
Easton Cook
Anybody played that monster girl one that came out a little while ago? Is it any good?
Christ, how did the game get this kind of reputation among retards like you? Pbta games are some of the most rules-heavy, structured games out there, they just don't have a big page-count because the rules are built for narrow application.
Logan Nelson
Haven't seen that one. Will have to look into it.
Ryan Scott
Ryuutama isn't a narrative game by any measure.
Dominic Gonzalez
>Is City of Mist any good? I can't really grok how the premise is supposed to work. The premise is that weird shit is going down because ancient spirits are starting to merge with normal people. The game is usually supposed to start with an investigation into what's going on and ending with a conflict with some kind of super-villain. >Also any new games that have slipped through the cracks? I don't really pay attention Undying is one that doesn't get enough love, it's a system for doing vampire political drama that does it really well, it's also one of the more mechanically distinct PbtA games.
Dominic Williams
It seems like a lot of people who "don't like" narrative games actually have no idea what they even are. They only understand RPGs along a single axis and they just give different names to it. "Rules light," "role playing," "narrative," etc are all just synonyms for "not about combat" for them.
Easton Hill
I don't want to play a game without situational modifiers. The adventure is in the odds you face. Choosing the roughly correct odds matters.
Bentley Gonzalez
I like my games to have rules beyond >you have to take these arbitrarily laid out steps (for the sake of story wink, wink) to defeat the dragon PbtA as a system does not care about the right odds, not even approximately. Neither does D&D.
PbtA relegates the task of making the fiction plausible entirely to the GM. And I don't appreciate that.
Nathan Fisher
Because it's a game. Without rules, modifiers and a sense of progression, it's just a freeform dick-measuring contest.
You'd be better off writing a book if that's the sort of unlimited freedom you're after.
John Rivera
>Veeky Forums, we need to talk. No, we don't. Fuck off.
>but you're all playing D&D-alikes that don't challenge the fundamental assumptions of gameplay Why do we need to challenge it? Traditional games play the way they do because that's what works, and that's how we like them. Fuck off.
>Why do you have chapters and chapters of combat rules? We need them. Traditional games play the way they do because that's what works, and that's how we like them. Fuck off.
>What purpose does zero-to-hero advancement via slow accumulation of XP serve? Enjoyment and satisfaction of the players. Traditional games play the way they do because that's what works, and that's how we like them. Fuck off.
>Why do you focus on task resolution rather than conflict resolution? Because we're male. Traditional games play the way they do because that's what works, and that's how we like them. Fuck off.
>Step away from D&D and discover a world of storytelling. Traditional games play the way they do because that's what works, and that's how we like them. Fuck off.
TL;DR: F U C K O F F U C K O F F
Mason Cook
>so desperate to feel validated that you have to use "we" to voice your opinions I unironically pity you.
Jeremiah Rivera
Because combat is generally where stakes are highest. By having lots of rules, it takes the power away from the gm to an extent (at least in the players eyes).
Charles Baker
Get a tripcode already. Stop samefagging these threads you retarded motherfucker.
Liam Hill
It certainly does to some extent. The GM cannot any logner do whatever he wants to without risking the players balking. The point of dice rolling is to take a course of action outside of GM's and players' choice. To leave it up to chance.
Nathaniel Edwards
shit game
Blake Hall
What are you screeching about you aspergic abortion?
Alexander Young
He's telling you to kill yourself or get a tripcode so that we can kill your ability to be seen with a filter
Isaac Davis
You know that this request never works, samefag.
Oliver Jones
And you don't think pbta has dice rolling? It's not a diceless system you stupid fuck.
Cooper Martinez
>samefag Desperaaaaaaaaaation!
Elijah Price
>Christ, how did the game get this kind of reputation among retards like you?
For a while after the second time that virtualautism returned to Veeky Forums after tearfully swearing that he was sick of us, he spammed DW threads daily. A few other trolls realized that DW was primo bait because spectators would flock to the threads to watch and encourage the shitposting so they followed suit.
Caleb Lopez
The reason Veeky Forums doesn't play anything else is because Veeky Forums doesn't know anything else. Anons on this board operate entirely on their assumptions of what other systems are like without even a minute of research.
A massive amount of them think pbta games are no-rules, full make-believe games. Another chunk is just offended by the subject matter and so they troll these threads, obscuring the issue. Another chunk is obsessed with some stupid GNS theory bullshit that makes them incapable of addressing the game on its own terms.
And finally there's this senseless faggot that keeps posting about situational modifiers in every thread. He's added "a sense of progression" to the list now, ignorant of the fact Apocalypse World has an exp track and a progression systems.
Connor Walker
>replying to yourself It must be liberating for you not to have to log into your other reddit accounts to support your (non)argument :^)
Parker Johnson
Rules don't just cover dice rolling. Trad games also cover situational modifiers. What are PbtA's modifiers for fighting with your sword in the off-hand?
David Collins
see
Parker Williams
>And finally there's this senseless faggot that keeps posting about situational modifiers in every thread. (You) (You) No, he only made two of those posts. Also, this post which elicited the response >Desperaaaaaaaaaation! Which brings me to you.
>He's added "a sense of progression" to the list now, ignorant of the fact Apocalypse World has an exp track and a progression systems. I like how any casual reader can obvserve how quick you are to jump to conclusions.
Dominic Bennett
There's two anons, at least, arguing against your stupid bullshit. There's me and there's the person who posted >Desperaaaaaaaaaation! who is not me. If you're going to say it's not samefag for you extend the same courtesy and don't assume other people just the one user.
This is like saying Trad Games need DnD in the name. Try to argue from a position that isn't obviously retarded to everyone who reads it.
Grayson Morris
>There's two anons, at least, arguing against your stupid bullshit. There's me and there's the person who posted >Desperaaaaaaaaaation! who is not me I figured. I was just recprocating the nonsensical samefag charge leveled against me and some other user.
Trad games don't need D&D in the name but almost all post-old school trad RPGs have situational modifiers, certainly any noteworthy ones. Vampire, Shadowrun, Call of Cthulhu, RIFTS, just to name a few of the most successful ones that are not D20.
Lucas Reed
So what if they have them? Shadowrun has bennies, does that disqualify all other games that don't have them? There's such a thing as doing things differently.
Aiden Morris
I'm not against diversity in games. To the contrary, I am all for it and PbtA's story-focussed approach is really interesting. Vincent Baker has created a really bold approach to RPGs there, kudos. I'm expressing here why it doesn't hold overwhelming appeal to me, mainly because I am an Simulationst dude. But for a couple of one-shots or a short campaign? Sure, why not. Same with D&D and its gamist approach.
Jordan Phillips
>Trad games also cover situational modifiers No you weren't you disingenuous cunt.
It's pointless to respond to you. If you haven't gotten that pbta games have situational moves instead over the 500 threads you've posted this tripe in, you won't today.
Connor Cruz
>What are PbtA's modifiers for fighting with your sword in the off-hand? We're hitting levels of autism that shouldn't even be possible.
Ryder Wilson
Can I get a more through run down of Undying? I got a fancy copy recently from a convention raffle, read it once, and am still not completely sure about it.
Henry Adams
Because I'm here to play a game. If I wanted to write an epic story with other people I wouldn't shoehorn all but one of them into only one character and removing my ability to fix plotholes and general stupid actions revealed by inspecting what happened by disallowing rewriting of previous actions or letting chance dictate where the story goes. The story telling idea is an interesting thought but ultimately fails as it doesn't facilitate tell a good story, its like people asking "How do I do a game/system like " and the answer is you don't because those things you're trying to emulate didn't have random chance or people disrupting or trying to take the idea a different direction for a variety of reasons.
Oliver Young
>situational moves I understand very well that the GM can use moves to adjust difficulty but it's obviously not the same thing and your response is a weak attempt to defuse criticism of the game.
>disingenuous cunt. Moreover, the aggressiveness with which you do so raises questions about your motives.
>500 threads lel, more like 5
>"How do I do a game/system like " and the answer is you don't because those things you're trying to emulate didn't have random chance or people disrupting or trying to take the idea a different direction for a variety of reasons. That is not quite correct. You can use metacurrency to at least partially offset unfavorable dice results. Also, properly statting of chars and a semi-plausible rules go a long way.
Jonathan Ramirez
>but you're all playing D&D-alikes that don't challenge the fundamental assumptions of gameplay. No. And I don't play fag game like yours too.
Mason Diaz
>What purpose does zero-to-hero advancement via slow accumulation of XP serve? in real life, i do the same thing every day for years and nothing changes except i get tired and my body wears out. in d&d, my character goes from being a loser like me to being a big successful dick swinging badass, and i get a nice warm glowey feeling. what makes you think you're so important that your shitty storytelling abilities are so much more important than just having a good time with friends?
Austin Jones
You still don't get it. That user's talking about moves in general. Because pbta doesn't use a single roll for all attacks, its moves take a more varied role. The move for fighting someone on even footing is not the same as the move to hurt a weakened opponent is not the same as the roll to shoot someone who doesn't know you're there.
OP is a false flag. Apocalypse World has character progression as a major part of campaign pacing.
Joshua King
>it's impossible for your good hand to be prevented from being useful I thought monsters that maimed you could do stuff like bite off your arm. that would be a situation where not having your good hand might have an effect on your ability to use a sword.
Jordan Nelson
I only play good games. That excludes both PbtA and D&D.
Kayden Watson
>t. entitled pleb who wants to play Mary Sue characters who are never disadvantaged
Cameron Perez
But the dice rolls all end up exactly the same despite that. Get to know your GM well enough and you can pretty much predict how any given action will end.
Luke Clark
LOL. Yes, figuring a -2 (or whatever) into your attack roll because you're fighting left-handed (and memorizing this number after a few session) is really complicated. You really have to be an autistic Einstein to manage such a task!
This isn't of even nearly the same granularity as a set of modifiers that all can be combined and partially offset each other. Look, PbtA does not concern itself with reflecting probabilities with any degree of accuracy. It's focussed on story and channeling the story in ever new and entertaining ways. That is fine. It's just not for everyone. As for me, I just don't want it to be my bread and butter game as I am the genre simulationist. For a change, however, it's completely fine.
Probably more like he's too lazy to want to memorize more than 3 rules. If it's more complicated than Lasers & Feelings, then it's autistic. This hobby needs more gatekeeping.
Well, you can adjust difficulty, for example, by requiring more than one move, etc. It's still not as granular as modifiers. I would argue situational modifiers go against what Vincent Baker was trying to accomplish where it's all about the flow of the story., not about individual modifiers.
Ian Collins
Fuck off.
Carter Jackson
>Look, PbtA does not concern itself with reflecting probabilities with any degree of accuracy. It's focussed on story and channeling the story in ever new and entertaining ways. This. The probability does not fucking matter. IT DOES NOT MATTER. The point to PbtA isn't to bean count and min-max. It's to tell a story. And it uses dice to make the direction of the story less predictable to increase the entertainment factor. Yeah, you can use literally any other system to accomplish the same thing. But it will require more effort and book keeping to do so.
Jason Brown
>encouraging troll >suprised troll stays in thread fucking hell people
Evan Collins
I tried Mouse Guard and fucking hated it. I tried some FUDGE stuff and fucking hated that too. I tried Savage Worlds and found it deeply bland. If I'm gonna play something different to D&D I'm more likely to enjoy fucking Shadowrun.
Joshua Hall
I'm not sure other games can do what PbtA can and vice versa. Where traditional RPGs are about immersion via a world with sei-consistent, semi-reliable rules, PbtA allows GMs and players to subordinate that to creativity regarding story.
Austin Turner
>If I'm gonna play something different to D&D I'm more likely to enjoy D&D with computers and guns
Jackson Nguyen
>Because combat is generally where stakes are highest. I'd contest that. Even in D&D, for most combat the outcome is already known before hand. Yes, its fun to play out the fight and see how the ebb-and-flow of the fight goes, obviously that's a big draw of the system. But at the same time it could just as easily be resolved with one roll and you could get that same ebb-and-flow through a good GM's description of the situation.
Ryan Phillips
So the basic structure of Undying is that the PCs are part of the fabric of vampire society, this takes the form of a complex web of favours, grudges and alliances between a number of vampires. The PCs are usually trying to increase their rank while having to navigate this web as differences in rank and owed favours factor heavily into the game's conflict resolution system. The game alternates between nightly play, where an emergency facing the society appears, which lasts until that crisis is resolved, this takes place on the timescale of most RPGs, the other form is downtime play, where months, years, decades, or centuries can pass, in this time all the vampires make plots and schemes which essentially determine what the social web will look like during the next nightly section.
Jose Clark
>Even in D&D, for most combat the outcome is already known before hand. D&D is a terrible example for that as it is geared towards low lethality, long-term campaign play.
>you could get that same ebb-and-flow through a good GM's description of the situation. A lot of us don't want GM asspulls to resolve this though. We want to play different characters that reflect their distinct capabilities and have these numbers steer the flow of battle.
Ryder King
So you want DnD
Cameron Lee
>shadowrun >anywhere like d&d
Adam Perry
Shadowrun has better lore, more complicated rules.
Jaxon Reed
How does my description not apply to all traditional RPGs? How does it not apply to Traveller, Star Wars, Warhammer RPGs, Aces & Eights or L5R?
Chase Price
How does it not apply to DnD?
Owen Nelson
You do know pbta games have numbers too, right? And that those numbers play a part in combat? And that different characters have different methods of engaging in combat?
You're such a poisoned well yourself, it's no wonder you can't make an argument that makes any sense.
Sebastian Johnson
I think you are pretending to be retarded to give yourself a chuckle at being called a retard. I don't really get it but have fun.
Jayden Reyes
>Yes, its fun to play out the fight and see how the ebb-and-flow of the fight goes Speak for yourself. I think it's dogshit.
Andrew Bailey
Fuck off.
Brandon Torres
In terms of either's comparison to PbtA games and the way they work? Shadowrun and D&D might as well be the same fucking thing.
That's what you people don't get. You're stuck in a single paradigm and you try to judge PbtA using the same rules when it's doing something entirely different. You don't even understand how to approach it because you think that what games like D&D or Shadowrun or Rifts do is the whole of roleplaying games.
Brayden Perry
I never said that, you just singled out one RPG from this class of RPGs, a RPG which I find fairly mediocre.
>You do know pbta games have numbers too, right? And that those numbers play a part in combat? And that different characters have different methods of engaging in combat? If you had paid any attention, but you didn't, you'd have noticed that my post was not in response to PbtA but to: >But at the same time it could just as easily be resolved with one roll and you could get that same ebb-and-flow through a good GM's description of the situation. Of course you didn't, because you were once more overly zealous to prove to yourself that only you truly understand PbtA and that anyone who dares to criticize it, doesn't.
>You're such a poisoned well yourself, it's no wonder you can't make an argument that makes any sense. It seems to me that if there's anything poisonous in this thread it's your being overly eager to prove others wrong and stupid.
In the Indiana Jones movies there's never for a single second in doubt that Indy will survive and there won't be a bad/tragic ending for the good guys. They're just fun adventure movies. It's not the outcome that matters. The fun is in the how it unfolds.
Christian Gonzalez
>That's what you people don't get. You're stuck in a single paradigm and you try to judge PbtA using the same rules when it's doing something entirely different. You don't even understand how to approach it because you think that what games like D&D or Shadowrun or Rifts do is the whole of roleplaying games. To quote myself: >I'm not against diversity in games. To the contrary, I am all for it and PbtA's story-focussed approach is really interesting. Vincent Baker has created a really bold approach to RPGs there, kudos. and: >Look, PbtA does not concern itself with reflecting probabilities with any degree of accuracy. It's focussed on story and channeling the story in ever new and entertaining ways. That is fine. It's just not for everyone. As for me, I just don't want it to be my bread and butter game as I am the genre simulationist. For a change, however, it's completely fine.
Jacob Morales
>movies Not games. Not interactive. Totally unsuitable comparison.
Jonathan Roberts
In pbta games, there *is* sometimes doubt whether a pc will survive in a tenable state and the fun is in both the end result *and* how it's achieved.
Blake Ortiz
Yeah, that's fine. My example was that the pure how of a story can be interesting to many people, even if the outcome is entirely predictable.
It demonstrates the above. If you want to switch to games, we'll have a look at the most successful RPGs throughout the decades and will find that they all have long chapters on rolling out the ebb-and-flow of combat. For most roleplayers the how of combat matters; it certainly does for me. That's all I am saying. If you feel differently, that's fine. There's no accounting for taste.
Logan King
>Why do you have chapters and chapters of combat rules? Because it's fun
>What purpose does zero-to-hero advancement via slow accumulation of XP serve? Because it's fun
>Why do you focus on task resolution rather than conflict resolution? Because it's fun
Same reason you guzzle dicks like there's no tomorrow