This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Torchbearer: dungeon exploring and survival simulation

Started by silva, April 24, 2013, 07:54:04 PM

Previous topic - Next topic

Bedrockbrendan

Quote from: Rincewind1;651433It's all in fuseboy's and original sales pitch. If you don't want to move it, don't. I'll just cite one, since I don't feel like being called full of shit.

3)




That's where you read between the lines. The dungeon doesn't matter, because what matters, is that a story of a chilling dungeon comes out.

And really, I don't feel like writing for Wikipedia today.

I think you are reading too much into it here. I am not seeing story game. Running things on the fly and making up dungeons as you go (even rolling them randomly as you go) is something you see in normal RPGs.

Benoist

Quote from: Rincewind1;651433It's all in fuseboy's and original sales pitch. If you don't want to move it, don't. I'll just cite one, since I don't feel like being called full of shit.

3)




That's where you read between the lines. The dungeon doesn't matter, because what matters, is that a story of a chilling dungeon comes out.

And really, I don't feel like writing for Wikipedia today.
I get where you're going with this, and I think there's a doubt as well, but I will not move the thread just because of this quote alone. It includes this: "The GM's section has a checklist/process for making a dungeon that has some interesting ideas in it, about how the dungeon came to be a dungeon, what changes it's endured over the ages, as well as guidance on the appropriate amount of treasure, etc."

Which sounds to me like questions which can be answered from the point of view of the world (aka role playing), rather than the understanding of the game as an exercise in story-building. If you can show me how this game construes the act of play as story-building, then I'll reconsider.

Daddy Warpig

Quote from: Benoist;651386For it to be an actual story game, you'd have to show us how that game's actual purpose is not to emulate a world with the participants immersing therein, but rather to collaborate as a co-author to the creation of a story, narrative, or piece of fiction, along with rules tools that are supposed to help achieve this purpose.
Bingo!
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab

Spinachcat

Quote from: The Traveller;651303but from your description of "coming all over yourself" in relation to a shared narrative game about trains.

There is a cool setting and great concepts in that Ghost Lines RPG. I am not going to use the narrative system, but the setting is an easy port over to something else. And I hope the authors expand the setting because there is something very cool there. Ghosts + Trains + Steampunk? Yeah, that's fresh enough to get my interest.

I am toying with a T&T conversion.

So thank you Silva for spooging about Ghost Lines! If you find anything else equally interesting please creampie this forum again!

RPG aren't just for pornstars!

TomatoMalone

Quote from: Benoist;651386For it to be an actual story game, you'd have to show us how that game's actual purpose is not to emulate a world with the participants immersing therein, but rather to collaborate as a co-author to the creation of a story, narrative, or piece of fiction, along with rules tools that are supposed to help achieve this purpose.
I think I've played a game like that before.

There one player who was the main author, of sorts, the executive producer, who designed dungeons and played all the NPCs. And then the rest of us, helped direct the flow of the events by making choices and acting out key parts of the events that transpired. And there were mechanics that helped us along in the resolution of these events, like instructions on what dice to roll to determine success or what the function of a wizard's spell was. It was a lot of fun, what was the game called again...?

Dungeons and Dragons, perhaps? I think that's it.

gleichman

Quote from: TomatoMalone;651546Dungeons and Dragons, perhaps? I think that's it.

Oh, I remember that game. It become more fun once one got out the straight jacket that was the dungeon...

I've played other Story Games too back in those days, like Champions and Dragon Quest, and even wrote one of my own.

I love me some story games. If they're good enough, you can even get really intense character immersion and world discovery going too!
Whitehall Paraindustries- A blog about RPG Theory and Design

"The purpose of an open mind is to close it, on particular subjects. If you never do — you\'ve simply abdicated the responsibility to think." - William F. Buckley.

Haffrung

Quote from: TomatoMalone;651546I think I've played a game like that before.

There one player who was the main author, of sorts, the executive producer, who designed dungeons and played all the NPCs. And then the rest of us, helped direct the flow of the events by making choices and acting out key parts of the events that transpired. And there were mechanics that helped us along in the resolution of these events, like instructions on what dice to roll to determine success or what the function of a wizard's spell was. It was a lot of fun, what was the game called again...?

Dungeons and Dragons, perhaps? I think that's it.

Yeah, who can forget that moment as a player deciding that the sub-chief of the Hill Giants was a traitor, and spending ally points to bring him onside in the big fight in the feasting hall. Or reaching consensus around the table that Keraptis was a mourning widower and we could achieve a secondary relationship goal by marrying him off to a succubus we decided lived at the bottom of the ziggurat where Blackrazor was kept. Good times!
 

Black Vulmea

"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

Really Bad Eggs - swashbuckling roleplaying games blog  | Promise City - Boot Hill campaign blog

ACS

Rincewind1

Quote from: Black Vulmea;651555'Torchbearer' Launches On Kickstarter, Brings Survival Back To Dungeons (emphasis added - BV)

My unintentional irony meter just went nova.

The true irony will be when someone steals the entire Tomb of Horrors, changes the name, and slaps "Powered by Torchbearer" on top of it.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

The Traveller

Quote from: Rincewind1;651557The true irony will be when someone steals the entire Tomb of Horrors, changes the name, and slaps "Powered by Torchbearer" on top of it.
I'm giving real consideration to stealing torchbearer, changing the name, and slapping "Powered by the Tomb of Horrors" on it.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Benoist

Quote from: Black Vulmea;651555'Torchbearer' Launches On Kickstarter, Brings Survival Back To Dungeons (emphasis added - BV)

My unintentional irony meter just went nova.

Jeff was right. There's a sucker born every minute.

Piestrio

#446
Quote from: Benoist;651567Jeff was right. There's a sucker born every minute.

I'm actually quite curious and might back it.

That said the smugness and hipper than thou attitude is REALLY off putting.
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

Benoist

Quote from: Piestrio;651582I'm actually quite curious and might back it.

That said the smugness and hipper than thou attitude is REALLY off putting.

Oh, you know I'm not your mom. If you do back it, I hope you are satisfied in the end, and get a lot of fun at your game table out of this game.

I just know that, as far as I'm concerned, it isn't for me, and that its marketing is a crock of shit. An insulting crock of shit, actually.

crkrueger

(Reads the description of this forum) Pundit's going to move the thread not because TB is a storygame, but because it's not a traditional RPG.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Benoist

Quote from: CRKrueger;651601(Reads the description of this forum) Pundit's going to move the thread not because TB is a storygame, but because it's not a traditional RPG.

Well it's definitely NOT a traditional RPG. That's a good point you're bringing up...