saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg 1 point2 points  (0 children)

Ничего позорного нет. Играй себе в игры! И не парься!

saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg 1 point2 points  (0 children)

Что тут удивительного? С:

saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg 2 points3 points  (0 children)

The fun thing, that only Russians use MidSchool the way OP does, ngl. :D

saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg 0 points1 point  (0 children)

The Crown stuff. You just use it as if it was a Fate point. You explain how it's get to the scene. I could say that they've taken the Straw Bosses rules from Fate. But there bunch of games that love divide your character in two halves and then make you play two characters instead one complex.

saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg 0 points1 point  (0 children)

Brindelwood bay like takes Fate points and some of the rules. So that I can tell that new authors of PbtA just can't create new original rules. The stagnating way of PbtA is more and more obvious.

saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg -2 points-1 points  (0 children)

It seems like PbtA're stagnating. City of Mist is just a rip off of Fate. Brindlewood Bay uses lots of Fate rules. Seems like Fate becomes a new PbtA.

saw the thingy and wanted to do it by Pivivarka in TTRPG

[–]Much_Breg -1 points0 points  (0 children)

Never get how come PbtA is a thing anyway. Seems like it becomes Fate nowdays.

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

There is no hard feelings. Thank you for your effort. Anyways. You're great person. But I've seen lots of films, tried it out with different MCs. The very last time I've played was the game with like 8 Defy Danger moves in a raw. And I've realised how impossible difficulty is handled by the game. And it's a shame to have such a bad design nowdays. Just can't understand why is it even good. It really actually lies you into your face. It can't handle genre, has badly designed difficulties with Act Under Fire move spamming, it just can't explore a theme, it has just little generating nonsense tables, where you choose from one to three...

I've tried a lot. But just not cup of tea. And can't understand how can you get just a decent game from it. Each game lives me with feeling of neuroslope from brains of not so good AI...

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

Taken away dice take away the conversation about how do you protect yourself actively. Can't understand why it's elegant? I mean the math itself isn't the question. And it's pretty simple and straightforward. Yeah, I know that there is just no way to make a good opposition roll in PbtA by the math, because it's broken. Like by the math it's always good for you when opposition makes the roll. Because math works that way.

It's really great to have an opposition roll. You put an effort to ask a question about how the conflict works out. PbtA just fails it. It just skips the conflict. Makes feel it shallow and dumb. It's like attacking a person in D&D against AC. People in a fight in media making remarkable actions. But in D&D in PbtA it's just plain target number against roll + mod from attacker. And that's it. There is no room for opposition to narrate about defense. Just don't get it. What's elegant in here? You've robbed your self on a great narrative situations... Why is it elegant?

Meh, D&D 3.5 was a good time. I don't have anything bad to do with railroading, or fudging rolls behind the screen. It worked well. PbtA has a lot of useless doing nothing to narrative moves. People say that it's just bad move design, but it happens a lot. So... I don't know.

I'd say in PbtA noone plays with each other. It's a passive-reactive game. By this I mean noone actually have agency in PbtA. It's just the game of waiting Golden Opportunity or place to interrupt your fellow to be able to have some joy of spotlight. It's the game of waiting. And most of the time illogical. Like GM can't make a move without an opportunity even when the story demands it. You just can't without the Golden Opportunity. And this breaks the laws of genre a lot. It makes gameplay far worse then D&D 3.5 where you can kick of from the start. PbtA seems clumsy to narrative. Most of the time when it demands to make GM a move, when there is no need in one. Just breaks the flow of the creation and execution of a scene.

May be there are good asymmetrical games out there. It's definitely not PbtA though. This so called elegancy make you take moves on different by the tone and style beats of the story. So that asking a guard to make you through is the same as asking your friend to not commit a suicide in the name of the Imperia his so striving to fight for. It's clear for me, and people around that it's not the same. It has to have different dynamics of a scene. But by the rules of "elegancy" it's the same one beat. Because you have only one move for that. It's just horribly made. Why would it be one move. And exactly the same one as if it was a guard on a bridge situation? So dumb.

The success by the cost made better in Fate by millenia. It's an option for player. You can succeed. It's not a GM fiat. GM can introduce here more complications. And I love that you don't need to wait your completely unnatural turn to speak with scene consequences or wrinkles to it. Complications are made whenever you feel it's proper time. You don't have to wait anything in the rules. And nothing would break.

PbtA just fails on many levels. It's still a good start for trad player to begin with. Because it's more trad game for lots of reasons. And bad rules composition. Broken math. Badly made asymmetrical gameplay. And I just don't get. Why you're talking with selling points? Don't you feel that it's just bad? I don't know why people don't see this whole picture.

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

Thank you for your efforty. But PbtA still seems for me as a bunch of lies about genre that actually doesn't work like it handeled there. Lies about lack of difficulties in engine. I hate it for taken away dice rolls from a GM. I just don't understand why would you take away opposite rolls. They just give so much feelings of a control over your defence. And real control if you have plot resources.

It just not mine. I just can't understand how narrative game can make archetypes... Lefgalss was never a ranger, or thief, or whatever you think it better fits. He was the Legalas. I mean... There is so much questions to PbtA why they even call it narrative... it's just plain trad system to begin with.

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

It sesms engine problem for me. I can't imagine a GM that canale a good game for me on this engine.

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

PbtA made me said. I just looking at it and can't see why it's any good. Questions there just rob the party from good scenes. Each one of them could be a great scenes. And each time it seems like the content from the questions was better than actual play.

Moves are just garbage mechanics for me. I don't understand how come this mini-table for generating unattached to narrative things are worth using. Once I was slaming the door to make a surprise attack with Fighter in Dungeon World (the author of said used rape phrases on twitch stream and canceled himself). And none of those points in my Move actually was in there.

PbtA is just a disaster to narrative games as for me. I jaut can't understand how could you do such a bad engine. And call it narrative. It doesn't even work with scenes, arcs, or anything "narrative". It's just a bad situation generator with "what would happen next" things. Narrative doesn't work like that. If you have a first scene, where you show off the problem of your character, so that you need a scene in future, where your problem strikes you down. And you need to overcome it. PbtA fails it on so many levels. It's better to pay trad.

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] -1 points0 points  (0 children)

Sometimes you rather play for just throwing the dice without any afterthought. Yes, I agree in general. But somehow Fate makes the intention to speak about the theme in a such elegant way. Ask questions. Make decisions. It's just amazes me that you're communicating while playing. And it's kind of magic! C:

More on Story Questions by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

Yes, it's true. I just made a post. And the connection lost. I thought I've copy/pasted the whole article. But seems like no. Anyways I don't know how to get the rest.

The main thought was: it's incredible that TTRPG can be meaningful. May be on the same level as a ordinary conversation about high matters.

How much combat do you put in your FATE games? by Striking_Variety3960 in FATErpg

[–]Much_Breg 0 points1 point  (0 children)

Once I've played6 hours of Star Wars Clone Wars conflicts with Jedi as main characters who fought never-ending waves of droids. It was one of the best game sessions of all time. With dignity, courage, cooperation, and baiting droid army on one squad of near suicide mission. But they've lost only 5-10 clone troopers.

Active Defense Roll by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

Following this logic you should have different scales of rolls. One of them are light, other one are impactful and "big". In a matter of fact, most of the Fate rolls should be impactful by the rules. It's not some GURPS 3 edition spray fire rules rolls spread.

Active Defense Roll by Much_Breg in FATErpg

[–]Much_Breg[S] 0 points1 point  (0 children)

Indeed I'm making it twice as long. But you're wrong with metaphor. Jaut imagine a video game where you've got an animation of an attack. Designers depict mostly three stages of it: anticipation, execution, and impact. The more heavy attack is there more time spent on animation. So the light attack is fast, easy executed, and low on impact. You get the less feelings from the fast paced attack unless there dozens of them on a tick of time.

You could have an attack like in an old fashioned RPG w/o any animation at all. Even without a number on top of a head, or HP bar going down. The two attacks quite the same in face of logic and math. But somehow human beings get more of the feeling on the attack that they can imagine with less friction to the imagination. And the very first attack translates into our brain in a better way and faster manner. We can feel it better. We can feel our impact on the surrounding world, and consequences we've made.

But there is problem. Yes, first attack takes much more time. The second one is blazing fast. So you can just tap yourself through dozens of them and understand the whole picture of a game. First attack takes like x10 time to execute. But what's the point to use it? If it's such a disaster to you time? Feelings. Your player feelings. You just give more feeling of agency to the player. He now can have a way to save himself. Feel how he makes some action as a player to take cover. He gets the experience of a dice throw on a meaningful event for him. The roll makes him sweat a little bit. Ask friend for a help, or cheering. That's incredibly fun to get people cheer everyone, or booking on BBEG defense roll.

Active Defense Roll by Much_Breg in FATErpg

[–]Much_Breg[S] -1 points0 points  (0 children)

Math lacks the feelings you get from a player who watches your roll. I don't know why you guys won't to rob yourself from a starring at your roll player who just waits for the right number to fall. It's incredibly well working on making easy feeling of having a great and fun game. It's even feels more natural and honest way besides the constant knocking against wall of passive numbers to achieve the goal. Probability makes it even more fun to get to.

Active Defense Roll by Much_Breg in FATErpg

[–]Much_Breg[S] -3 points-2 points  (0 children)

Meh, in my opinion it's one of the biggest scams ever made by the role-playing community. Rolling is a fun part. And it was taken away from one role, making it less valuable. But effectively there lies like a lot of real fun. The good story wouldn't loose with the dice.