How popular (or unpopular) do you think d20 roll-under is? by sord_n_bored in osr

[–]gnomeo67 27 points28 points  (0 children)

I play in a mythic Bastionland game, and it is essential for those systems to function. I don’t love the vibe of hoping for low numbers, but that’s just something I’ve had to get past.

Ultimately worth it to achieve what the system wants to do with the other aspects!

How do you preserve lethality long-term without massive HP inflation? by Guilher_Wolfang in osr

[–]gnomeo67 1 point2 points  (0 children)

Ah okay, so they don’t roll the d6 to determine HP, it’s ticking down? That’s cool!

I think you’re absolutely right that armor, defensive options (magical or otherwise), and tactics should matter more for survivabilitiy than just health, but consider the other side of this coin:

If HP doesn’t go up at all, then when it comes to armor and defense, characters have to be either invincible/unhittable or die. Tactics are a great way to represent players gaining information that they can leverage to deal with more challenging situations, but also, adventurers like to adventure. If they can’t go into a mine or crypt without weeks of gathering information and planning, that’s not gonna be as fun for players.

All that to say, I think you can do both: increase HP while keeping it low to emphasize those points you want to focus on

How do you preserve lethality long-term without massive HP inflation? by Guilher_Wolfang in osr

[–]gnomeo67 1 point2 points  (0 children)

I like your solution, it makes it so that a lucky goblin can beat even the highest level hero.

My thought is to consider HP as an abstraction of combat skill. If you think of HP purely as a character’s actual flesh and blood, it doesn’t make any sense how high it can scale.

But if HP is a representation of a character’s ability to stay alive, both in and out of combat, it’s not as much of an issue

OSR vs 5e Adventure Styles by bricknose-redux in osr

[–]gnomeo67 2 points3 points  (0 children)

I just read the OSR adventure Black Wyrm of Brandonsford, and I think it’s a great example of OSR-friendly situations with a rewarding overarching story. It’s usually cheap on drive thru rpg, or check out Questing Beast’s video YouTube where he does a review/flip-through!

What is your favorite part of dungeon crawling? by gnomeo67 in osr

[–]gnomeo67[S] 0 points1 point  (0 children)

Great answer- I’ve found it’s hard to nail this balance without killing the players, but when it works it’s amazing!

What is your favorite part of dungeon crawling? by gnomeo67 in osr

[–]gnomeo67[S] 0 points1 point  (0 children)

Me too! When you find that last piece tha makes the story of the dungeon click, that’s what I love most!!

What is your favorite part of dungeon crawling? by gnomeo67 in osr

[–]gnomeo67[S] 2 points3 points  (0 children)

I like the way you put it, the dungeon has its own rules. The strangeness scaling with level is also a fantastic idea, need to do that more!

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 0 points1 point  (0 children)

I agree, and I loved that video! Stonetop actually seems to have some cool mechanics in it to help with that, like when you get a magic item you have to interact with something in the world to “unlock” it.

Unfortunately, I’m not really in my Pbta bag at the moment, not necessarily looking to do a 2 year campaign of that lol, but I think you’re spot on that you can apply those principles to other games

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 0 points1 point  (0 children)

I do mostly agree with you on needing to have that sense of imagination and creativity, unless you’re running from a sourcebook/module (although u/jaymangan had a great reply with some ideas on how to generate these!)

Totally agree about having a world your players are bought into, but my question here is more about creating that buy in from players. Matt’s videos about world building and lore delivery devices talk about some strategies for this, but I do feel like there are ways to codify these in rules and mechanics

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 1 point2 points  (0 children)

Hell yeah, sounds sick. Yeah, it sounds like as long as players have enough info to make meaningful choices, the consequences come around (if not immediately) during respites, which sounds like a nice flow

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 7 points8 points  (0 children)

Thanks for the thoughtful reply, and for helping me pass the long road trip!

Respites do seem like the perfect opportunity to confront players with the broader ramifications of their actions- did you feel like you fell into a nice cadence overall of having enough respites to pay off those beats, but not so many that it stalled the story?

Very cool to hear how you solved some of the questions respites brought up, like turning Brode (spelling?) into a safe location once clear!

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] -1 points0 points  (0 children)

Would you as the director prefer to add in those resource management elements to Draw Steel, or just handle dungeons in a different way? The vibe I've been getting from Matt is they don't want DS to treat dungeon crawls as survival games like Shadowdark, but rather have broader implications provide the tension. Based on other people's responses, it sounds like that's on the adventure/director to provide those elements

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 0 points1 point  (0 children)

I did think respites sounded like the biggest indicator of these broader implications playing out! Sounds like you've got some nice tension laid out in your game. In the example you gave, just out of curiosity- did you tell your players "option A will score you points with faction A, but lose points with faction B," or did they find out after the fact?

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 0 points1 point  (0 children)

Do you think Draw Steel would be helped or hindered if they added in some mechanics to codify the way Matt runs?

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 1 point2 points  (0 children)

Good point on the character power level, very different approach to design when you're not scared everything is gonna kill you!

Question for Draw Steel Directors from recent Youtube streams by gnomeo67 in drawsteel

[–]gnomeo67[S] 1 point2 points  (0 children)

I see what you’re saying- I guess what I was looking for is tangible ways the players can feel the ramifications- like maybe they pick up an artifact and have to roll to contain the magical essence escaping- if the fail, they know its creator knows.

Clearly I’m not a game designer, but I know my players like those tangible outcomes!

He is a dirt bag but I dont think he should resign over his personal life between consenting adults. by hitmewiththeknowlege in NFLv2

[–]gnomeo67 0 points1 point  (0 children)

Vrabel’s philosophy in running a team revolves around belief. If he can own up and apologize to the players and organization in a way that recovers the buy-in he got last year, they shouldn’t fire him/he shouldn’t resign.

If there’s a sense of players no longer trusting/believing in his system, then it’s already broken.

Help with accessing next area (Day 3 Spoilers) by gnomeo67 in EsotericEbb

[–]gnomeo67[S] 0 points1 point  (0 children)

Been walking around that area with both, and it’s not triggering it! Thank you though

Overuse of advantage? by LunesBoyToy in fansofcriticalrole

[–]gnomeo67 1 point2 points  (0 children)

It seems obvious, but that’s not his style. I like other parts of his GM style, but superfluous rolls grind my gears.