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Started by Ron Edwards, August 22, 2003, 07:04:50 PM
Quote from: Ron EdwardsAs we discussed in the forums, the conflict system needs an "out" for people who've rolled low and would rather not continue with their stated action. This was inspired by Sorcerer, which in turn was inspired by Zero, so Ethan, check out both of these for their "abort" mechanic. As I stated in the forum discussion, I don't suggest necessarily copying that mechanic, but rather combining one's "do-over" option in the middle of resolution with some feature of the Thugs & Thieves raison d'etre, such as having to sacrifice some resource or opportunity related to one's Vice.
Quote...A participant may simply elect to abort his action completely, but this comes at a cost: Each action that is aborted garners a cumulative -1 penalty on the character's next MASTERY roll. The reason being, switching gears quickly in a stressful conflict is, well, stressful. As a result, the character is less likely to exhibit a great deal of willpower when he gets paid.
Quote from: Ron EdwardsA couple of the Attributes seem to overlap to me, most notably Stealth & Cunning, and Physique & Prowess. For example, let's say my character is fighting some guy as they balance on a log overlooking a chasm. My guy gets disarmed! Shit! So he drops off the log, catching it with his hands, and swings up behind to kick the opponent from an unexpected direction! Cool ... but is it Fighting, or Prowess? I suggest providing some good examples of making that kind of decision during play.
Quote from: Ron EdwardsThe "wandering, godless ronin" mechanics are surpassing brilliant. I love it, especially because it's a solid punishment mechanic that still permits, if one is so inclined, a chance for redemption. But it does not, thank you thank you, romanticize the "ronin" thing by making them more effective - the curse of most samurai RPGs.
Quote from: Ron EdwardsEthan, my advice is to articulate just what a GM should have written out in order to run the best Thugs & Thieves possible.
Quote from: ethan_greerQuote from: Ron EdwardsThe "wandering, godless ronin" mechanics are surpassing brilliant. I love it, especially because it's a solid punishment mechanic that still permits, if one is so inclined, a chance for redemption. But it does not, thank you thank you, romanticize the "ronin" thing by making them more effective - the curse of most samurai RPGs.I'm not sure I'm following what you mean when you talk about the "ronin" mechanics. The punishment mechanic is, I'm assuming, the Mastery stuff? And, but, the characters are more effective than most folks. I'm lost here. Can you clarify? Whatever you're talking about, I'm glad you think it's brilliant... :)
QuoteThe specific details of the lands your characters live in and explore are entirely up to you. Remember that the best Thugs and Thieves settings are all about flavor and attitude. Do you want a big sprawling desert city? Poof! There it is. An ancient, sprawling forest filled with dire beasts and carnivorous plants? Poof! There it is. A giant cave complex with a floor plan shaped like a human skeleton? Poof! A ruined temple to forgotten gods haunted by ghosts and plagued by fell beasts? Poof! All of this poofing is to emphasize the primary setting guidelines for Thugs and Thieves: Don't worry too much about details. This isn't a game about history, rich political landscapes, delicately balanced fictional ecologies, trade routes, or how many families inhabit this or that town. If you have a general idea of how things work and what things look like, that general idea will be enough for you to keep things consistent enough to support a campaign.
QuoteInstead of concentrating on setting at large, a GM should consider the specific features of the in-game "sets" and make these features a part of play. Whether the set is a small area (like a room or small building), a larger area (such as a town, lake, or castle), or even a large geographical region (such as a forest, desert, or mountain range), the GM should pay careful attention to how the environment can interact with the characters, and vice versa.For example, suppose the characters are in a nobleman's study. Perhaps the table could be tipped over and used as a makeshift shield, or even picked up and thrown at a monster. A candelabra is a ready source of mayhem, either if used specifically for arson or inadvertently knocked over into the long heavy curtains.Suppose the characters are in a library. If they are being pursued, knocking a standing bookshelf over would be a good way to delay the pursuers. All the better if knocking over one shelf creates a domino effect and brings the entire library crashing down a shelf at a time.Or suppose the characters are in the mountains and come across a rope bridge. Is the rope bridge safe? Should the characters cross one at a time? Perhaps the bridge is rickety, and even if the characters cross one at a time there is a chance the bridge gives way while someone is crossing.On a larger scale, the lands themselves can play a huge role in both the events and the overall flavor of the game. A session that takes place in a forest teeming with all sorts of weird and dangerous denizens will be very different from a session that takes place in a vast, sandy desert. Or one that takes place in the high mountain passes. Or in the icy tundra, or the verdant meadowlands, or the ocean shore, or on a sailing vessel far from land. There is no real reason why a game can't range across any and all of these different types of landscapes, and the scenery can be as important an NPC as any.Nearly as important as the environment itself is how the different areas and locations in the game link up to one another. In other words, the GM should have a general idea how characters get from point A to point B. That isn't to say that it is necessary to have detailed maps and such. Usually it is sufficient to know the general layout of setting elements.Example: To get from the castle to the forest, you have to cross the river. To cross the river, you have to use the fords, but if it has rained recently and the water level is up there's a chance to lose your footing and get swept over the falls. The forest is at the base of the mountains, and the mountain passes are frequently guarded by bandits and/or trolls; rock falls are also a common hazard. Below the falls and downriver, there is a large lake infested by plesiosaur-like monsters. And so on.A quick and dirty way to "map" out a series of locations is by drawing blobs and lines on a sheet of paper. Each blob represents a location, and the lines connecting the blobs indicate possible paths between the different locations. These diagrams can be an invaluable tool for a GM when the characters are moving from set to set.
QuoteAlternatively, they can barter for it, but trading away important gear makes them liess likely to be hired, so this should be avoided at all costs.
QuoteBasically, much fantasy role-playing material can be mined for ieas and possible adventures for a party.