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Does anyone know anything about “Realms of Peril”?

Started by cavalier973, May 21, 2023, 11:25:39 AM

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cavalier973

"Realms of Peril"

It seems to be a d20 based rpg derived from "Blades in the Dark".

It mentions something like a "DCC funnel", and 12 classes, and the ability to mix and match classes. Fail-forward mechanics, maybe?

A selling point for me is that DC Stow did the artwork (which I linked in a different thread). He has a distinctive, cartoony style that I like.

I won't buy it, just for the artwork, though. Scrolling through the description, I don't think it's something I would play instead of B/X.

cavalier973


ForgottenF

You get a lot of arguments over what is and isn't storygaming, but I think it's fair to say most pbta games have storygaming proclivities.

The central conceit of pbta is that all dice are rolled by the players and all actions (both player and GM) are defined within a list of specified "moves". For every event in game, you make a roll (usually 2d6) and then read off a table for the result. If you buy into GSN theory, it's a heavily narrativist system with little to no simulationism. It's also more restricting of GM fiat than most games, and usually allows players to alter the setting or story during play.

People who like pbta will usually cite that it provides a lot of guidance and structure, as well as protection against tyrannical GMs. People who don't (like me), will generally complain that it's too prescriptive and limiting.
Playing: Mongoose Traveller 2e
Running: Dolmenwood
Planning: Warlock!, Savage Worlds (Lankhmar and Flash Gordon), Kogarashi

Wrath of God

QuoteThe central conceit of pbta is that all dice are rolled by the players and all actions (both player and GM) are defined within a list of specified "moves". For every event in game, you make a roll (usually 2d6) and then read off a table for the result. If you buy into GSN theory, it's a heavily narrativist system with little to no simulationism. It's also more restricting of GM fiat than most games, and usually allows players to alter the setting or story during play.

I'd say that not all actions are defined by moves. Only like those specific to genre, emulated fiction, and specific functions of various archetypes representing their role in it (sometimes close to skill sometimes very different). But you can do a lot outside of moves, but there it's based basically on common sense, and GM fiat (so your areas of freedom from rulings lies in using your archetype).
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