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Torchbearer: dungeon exploring and survival simulation

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

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Noclue

Quote from: Phillip;680177In old D&D, if you fail your 1/3 (or whatever) chance of immediate success, you just need to keep working at it until you get the door open. That could be tiring, but basically the cost is time and noise.

That's only really a cost if you have something time sensitive going on or something nasty reacts to the noise. Otherwise, it's just a bunch of repetitive rolling until the door is open.

noisms

My good friend Patrick has been working on something like this for D&D for ages, called The Veins of the Earth (http://falsemachine.blogspot.co.uk/search/label/Veins). It is crazily wonderful and strange, and has the added bonus of not being tacked onto the ridiculously fiddly Burning Wheel system.
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Piestrio

This I like:

QuoteBut don't tell the GM what skill or ability you
use! Your description of your character's actions should fit
entirely within the context of what happens in the game
world.
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

LePete

Seconded.

It's like Apocalypse World in that you gotta lead with the fiction. If you say "I search for traps" the GM is gonna respond with "Cool! So how you doin' that?"

Kinda obvious right, but players looking at their sheets for skills to use Is A Thing.

I like that during character creation you're allowed to take as much equipment as you like (and can carry). It's amusing to see players loading their characters up with tons of rope, iron spikes, tinderboxes, and torches to account for redundancy.
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Phillip

Quote from: Noclue;680275That's only really a cost if you have something time sensitive going on or something nasty reacts to the noise. Otherwise, it's just a bunch of repetitive rolling until the door is open.
Quite so! The probabilities of time taken (which feeds directly into such things as torches and spells running out) and arrival of wandering monsters (a significant risk of high costs) could theoretically be consolidated into a single dice roll.

Inexperienced GMs especially have a tendency to call for repetitive rolls that don't really add interest.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Noclue

#725
Quote from: Phillip;682739Quite so! The probabilities of time taken (which feeds directly into such things as torches and spells running out) and arrival of wandering monsters (a significant risk of high costs) could theoretically be consolidated into a single dice roll.

Inexperienced GMs especially have a tendency to call for repetitive rolls that don't really add interest.

So, the way Torchbearer addresses this is by the GM deciding if 1) you get the door open but suffer an ongoing condition, or 2) you don't get the door open and something unexpected happens. There isn't a null result option.

But, that works in Torchbearer, where the focus is on struggling in the face of adversity, more than on overcoming challenges. In a game that is more of a contest, simply not overcoming the challenge is a valid option.

Archangel Fascist

Quote from: Phillip;682739Quite so! The probabilities of time taken (which feeds directly into such things as torches and spells running out) and arrival of wandering monsters (a significant risk of high costs) could theoretically be consolidated into a single dice roll.

Indeed.  As if the DM could call for a roll to open the door and a failure could abstractly represent one of these negative things occurring: it takes you a considerable amount of time to open the door (your torch may die soon), it exhausts you (forcing you to consume rations), it makes a lot of noise (attracting a wandering monster), and so forth.

robiswrong

Quote from: Phillip;682739Inexperienced GMs especially have a tendency to call for repetitive rolls that don't really add interest.

The problem is that repetitive rolls will *eventually* hit whatever success/failure condition is actually there.

In most of the BW-esque games, the idea is to figure out what the interesting consequence is, and just roll for that directly, rather than dragging it out.  That way you can also keep the math working right.

The trick is that in old-school D&D, the time it took to try things *was* the cost, combined with resource consumption and the chance of a random encounter.

Noclue

Quote from: robiswrong;683199The trick is that in old-school D&D, the time it took to try things *was* the cost, combined with resource consumption and the chance of a random encounter.

And in some, but not all, modes of playing, if the GM didn't have anything nasty prepped for the players in that area, that was pretty tough luck for him. That's the setup.

Brad

Just got my hardcover today. Must say, very nice looking book. Sort of retro, reminds me of the original Monster Manual. No comment on the contents yet (I'll read through it later), but this will definitely look nice on my bookshelf.
It takes considerable knowledge just to realize the extent of your own ignorance.

Brad

Okay, my official two word review: shit sandwich.
It takes considerable knowledge just to realize the extent of your own ignorance.

Benoist

Quote from: Brad;697838Okay, my official two word review: shit sandwich.

Why?

J Arcane

Quote from: Brad;697838Okay, my official two word review: shit sandwich.

I feel like you probably could've come to that conclusion without spending money on it.
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daniel_ream

Quote from: J Arcane;697849I feel like you probably could've come to that conclusion without spending money on it.

Most people here did so without seeing any part of the game, never mind spending money on it.
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J Arcane

Quote from: daniel_ream;697869Most people here did so without seeing any part of the game, never mind spending money on it.

Don't mistake me: I don't accuse him of bias.

I think most people have a better sense than anyone about what they will enjoy and not enjoy, and they are rarely wrong.

I just don't understand ignoring that and buying it anyway.
Bedroom Wall Press - Games that make you feel like a kid again.

Arcana Rising - An Urban Fantasy Roleplaying Game, powered by Hulks and Horrors.
Hulks and Horrors - A Sci-Fi Roleplaying game of Exploration and Dungeon Adventure
Heaven\'s Shadow - A Roleplaying Game of Faith and Assassination