Rob Donoghue

@rdonoghue

Agile Nerd, Bag Nerd, Pen Nerd, Productivity Nerd and RPG Nerd (sense a theme?) Game Designer. Co-Founder of Evil Hat. Intermittently verbose.

Maryland, USA
Vrijeme pridruživanja: ožujak 2007.

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  1. prije 28 minuta

    We lost beautifully.

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  2. prije 54 minute

    Getting our Last Bastion on. The game is successfully providing the factor, which is to say we are all certain we are going to die.

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  3. prije 2 sata

    Wait...we do this for MONEY? I am shocked! Shocked!

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  4. prije 10 sati
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  5. proslijedio/la je Tweet
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    ...psst, Prism.

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    Star TrekAdventures life paths are AWESOME on this score.

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    Many of the playbooks in have the characters defining aspects of the cyberpunk world . The Architect defines cyberspace, Bonded defines obligation relationships, The Corp defines what corps look like.

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  8. proslijedio/la je Tweet
    2. velj
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    The unsubtle version, in alignment chart form.

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  9. 2. velj

    That said, I will note that more than a few folks have mentioned Beyond The Wall, and rightly so. Very good engine for turning player choices into setting. (And, of course, I'd be remiss in not mentioning this was a huge part of the Amber DRPG contribution economy)

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  10. 2. velj

    A few folks have brought up explicit player contribution to setting creation, and I am obviously HUGELY in favor of that, but I'm spelunking down a slightly different tunnel to get to a similar destination less directly because authorship is surprisingly charged in practice.

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  11. 2. velj

    You don't technically need rules to do it either way (though they might help). The biggest difference will be how fully the DM embraces this into their vision. I just want more rules for this stuff to help encourage the practice.

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  12. 2. velj

    Now, in this I call out that this is something that doesn't require mechanics, only GM buy in to the characters. A great example of this? Warlock Patrons in D&D. They can be a bit of color just as easily as they can be active, vibrant and engaged campaign drivers.

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  13. 2. velj

    To give an example: What if the Ranger's choice of favored enemy in D&D meant that enemy type was explicitly privileged in that particular campaign?

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  14. 2. velj

    Fate's aspects can do this, and some playbook choices in PBTA & FITD games do it too, but it's usually on a small scale. But by and large, I feel like this a hugely powerful idea and largely untapped.

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  15. 2. velj

    Further tangenting - I REALLY REALLY REALLY like mechanics where the decisions players make in chargen shape the world in explicit ways. Best example of this is 13th Age's "One Unique Thing", which can have a huge impact on the setting if respected.

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  16. 2. velj

    Tangent to the other thread: Primetime Adventures Spotlight mechanic was one of the most brilliant ideas in RPG design to not actually make any impact outside of itself.

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  17. 2. velj

    This is an excellent question and a good lens. Are you grabbing the spotlight for you, or are you grabbing it to shine on someone else?

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  18. 2. velj

    Some of this is on the GM. If you're going to give the bard a great court scene, be mindful of what everyone else is going to do. But as a fellow player, be mindful. There is a difference between "Nothing is happening" and "now is Bob's time to shine!"

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  19. 2. velj

    That is the sort of behavior I would be MUCH more careful about. There are times when upending the situation is the right call, but in general this runs much more of a risk of destroying someone else's fun.

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  20. 2. velj

    Anyway, one thing I find useful to consider in assessing a Leeroy opportunity is whether it changes the story. Charging through a door in a dungeon may not change the story if the story is "Dungeon Delve". But starting a fight in the midst of a political scene sure does.

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