tag:blogger.com,1999:blog-7978585450395254487.post6629168896312266408..comments2024-03-23T02:49:05.115-06:00Comments on Gundobad Games: Some Hackable/Portable Ideas for Streamlining Play - Or, Making Emergent Narrative Emerge Sooner Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7978585450395254487.post-86191970330855882982021-02-22T16:36:12.373-07:002021-02-22T16:36:12.373-07:00I did. :-) My players are liking it too - we are c...I did. :-) My players are liking it too - we are currently using a form of those overland journey rules for jungle-crawing around a (modified) Isle of Dread. Gundobadhttps://www.blogger.com/profile/14335443896772607081noreply@blogger.comtag:blogger.com,1999:blog-7978585450395254487.post-46612283974150403952021-02-22T16:00:12.080-07:002021-02-22T16:00:12.080-07:00Ha, I see you ended up going along similar lines: ...Ha, I see you ended up going along similar lines: https://gundobadgames.blogspot.com/2020/04/current-overland-journey-rules.html<br /><br />Very cool!tonezimehttp://twitter.com/tonezimenoreply@blogger.comtag:blogger.com,1999:blog-7978585450395254487.post-1544653856908115402021-02-15T22:29:15.504-07:002021-02-15T22:29:15.504-07:00What I especially like about a more granular proce...What I especially like about a more granular procedure is the ability to organically arrive at situations like the example partial success result given above ("choose between a ghoul bite and being late"). That is, rather than having to decide up front that that's the tradeoff, it emerges from the available dice results. For some reason that feels more satisfying to me than a generic table with "7-9: success but a danger happens"<br /><br />Something else I've been thinking about is the cattle raiding system in Kevin Crawford's Wolves of God. There are multiple roles for the raiders to take, either getting the raid safely away or keeping all the stolen cattle together. The procedure ends when (1) the raiders get away, (2) the raiders are caught, or (3) there are no more cattle being stolen (they are presumably wandering all over the countryside). It's obviously more complicated than the single roll systems you're describing here but has a similar nature in that you're trying to abstract away a process that happens over a period of time.<br />tonezimehttp://twitter.com/tonezimenoreply@blogger.comtag:blogger.com,1999:blog-7978585450395254487.post-15373806915943119892020-04-15T08:32:49.445-06:002020-04-15T08:32:49.445-06:00You're right - it is easy to mix up goals/dang...You're right - it is easy to mix up goals/dangers. In this case, as you note, my initial suggestion conflates two things that probably shouldn't be separated (making it across the pass, and doing so in time). I like your alternative of having one single die determine whether the PCs cross, and do so in time. That being said, one way to handle the 3-4 result might be to say that the issue remains unresolved and will require a second throw of the dice - any goals or dangers fully resolved by the first roll are now 'locked in,' but the second roll with further risks is needed to clarify exactly how the rest of the goals/dangers turn out. <br /> <br />The PbtA move is certainly simplest - but I think I like the option of having a little more granular procedure, in which additional dice are rolled and the players have a bit more choice in assigning dice, etc. (not for every move in a game, but when streamlining a larger process like this). <br /><br />Thanks for your comment!Gundobadhttps://www.blogger.com/profile/14335443896772607081noreply@blogger.comtag:blogger.com,1999:blog-7978585450395254487.post-66056481959479700822020-04-15T05:21:54.906-06:002020-04-15T05:21:54.906-06:00This an excellent example of the issues inherent i...This an excellent example of the issues inherent in the Ghost/Echo dice mechanics:<br /><br />- it's easy to have conflicting goals and dangers: in this case avoiding the danger of missing the Coronation IMPLIES succeeding at the goal of crossing the Path: you can't fail the goal and avoid the danger, it wouldn't make sense, so if you want to avoid the danger you are forced to succeed at the goal, you can't choose how to assign that die.<br /><br />- sometimes it's difficult do interpret the intermediate results: what would a 3 to the goal even mean here? We cross the path but… not quite? We can do it better if we try again? We know that we cross it in time for the coronation, so…??<br /><br />Maybe a better solution would be to discard the danger "missing the Coronation" and have as a goal:<br /> - 5-6: cross in time<br /> - 3-4: cross but late<br /> - 1-2: fail to cross<br /><br />Or maybe a PbtA-style custom move:<br /> - success: cross in time, unscathed<br /> - partial success: cross, but choose between a ghoul bite and being late<br /> - failure: miss the Coronation, and choose between a ghoul bite and failing to cross at all<br /><br />In Ghost/Echo (and Otherkind, and Psi*Run) goals and dangers are quite strictly codified, but this is a mechanics that is fascinating but not always easy to adapt to a freeform situation.emarskhttps://www.blogger.com/profile/10733243569261035165noreply@blogger.comtag:blogger.com,1999:blog-7978585450395254487.post-20925392321330615802020-03-08T16:19:51.817-06:002020-03-08T16:19:51.817-06:00The montage thing could be cool, but not like that...The montage thing could be cool, but not like that guy described. Let me think about it and come up with something awesome. Venger Satanishttps://www.blogger.com/profile/04447932700800930510noreply@blogger.com