The Forge Reference Project

 

Topic: My TROS games
Started by: Shadeling
Started on: 3/9/2004
Board: The Riddle of Steel


On 3/9/2004 at 11:12pm, Shadeling wrote:
My TROS games

As some of you may remember, I was running TROS games for sometime. They went well, but I decided to shelve them despite the stories being unfinished. To be honest, I am running D&D games in there place. There were a few things that made me seriously shelve the TROS games and I may go into detail about that in another message. Will I pick them up again...perhaps.

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On 3/10/2004 at 1:51am, Edge wrote:
RE: My TROS games

seems like a fairly pointless post really.
What are the reasons you have turned back to d&d?
I still like some aspects of d&d just that TROS is my favorite game at the moment :) (and i imagine for a long time to come)

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On 3/10/2004 at 4:56am, Shadeling wrote:
RE: My TROS games

Edge wrote: seems like a fairly pointless post really.
What are the reasons you have turned back to d&d?
I still like some aspects of d&d just that TROS is my favorite game at the moment :) (and i imagine for a long time to come)


Not pointless...It was just not informative. It was on topic-it was about TROS. I was just using this board for what it also is-a place to talk about well, TROS. I did just that. Not every post needs to be about a rule, or campaign idea. So I just wanted to sound off, and I did.

Reasons I went back to D&D...hmm, I really am not too sure... I will get back to you on that.

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On 3/10/2004 at 5:03am, Malechi wrote:
RE: My TROS games

Actually I'm keen to hear exactly why you're no longer playing TROS in favour of D&D (or any other system for that matter). Obviously people change the games they play (we're playing standard Ars Magica sometime soon in between the games of TROS we're playing once a fortnight frex.. and we play InSpectres occasionally for some light-hearted fun). Indeed, within my group there are a couple who aren't completely in love with the system (to my surprise) and who are considering using GURPS of all things for their own up-coming campaigns (I know I know.. i've tried ... god knows I've tried! ;) ) I also agree that the boards are here to comment on TROS etc, however I can't help but think that your post wasn't even that.

Jason K. (looking forward to your comments)

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On 3/10/2004 at 5:06am, Dain wrote:
RE: My TROS games

....whaaa? No details, no real information or opinions...of anything...presented in any fashion whatsoever...and when asked outright your response is "not sure"...but it's not pointless. Dictionary anybody?

Just teasing. Seriously though, if the guy went to the trouble to ask, he'd probably really like to know what you have to say. Kindof currious myself.

added edit:
Rats, someone beat me to the post! I have to learn to type faster I see!

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On 3/10/2004 at 6:01am, Edge wrote:
RE: My TROS games

Yeah i wasn't having a go at you dude.. sorry if it came accross as that. Just when you say 'i'm not playing TROS any more goodbye' it seemed a little pointless.. unless that is you follow that up with a ... 'here are my problems with the game'

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On 3/10/2004 at 6:10am, Wolfen wrote:
RE: My TROS games

I've also currently given up TRoS in favor of Shadowrun. Not forever; Just for now.

Part of my reasoning is that we have started playing BW on opposite weekends, and decided we wanted some a bit more sci-fi to counter it. Secondly, the TRoS game, while not exactly stagnating, is starting to get a bit slow. Some of this has had to do with players showing up, other parts have had to do with my own Seneschal style.

Other parts are because I want to use the mass combat rules from TFoB in upcoming portions of the game, so it's a delaying tactic.

We're going to go back to TRoS eventually. I love the game, I'm enjoying the campaign, so it's certainly not going to be forever.

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On 3/10/2004 at 6:29am, Shadeling wrote:
RE: My TROS games

Well some reasons for one of the TROS games I was running:

First-Lack of Mass Battle rules (invading Gols vs. Humans tends to have many participants)

Second-Though I like TROS SA's and how they work, running the games based around character SAs made me feel like the game was too coincidental if that makes any sense.

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On 3/10/2004 at 6:42am, Dain wrote:
RE: My TROS games

Thanks Shadeling. Nods. Makes sense on both issues. Not a real fan of the SA based experience myself to begin with, but hadn't considered the "recurring theme" effect yet (only played two games so far, and didn't have the SA list for everybody to the Seneschal yet so he was kindof winging it and we haven't really had time to notice yet). I like most everything else (that I've been able to remember and understand) in the system, but on my first read I was majorly turned off on it. It kindof grew on me as I re-read and re-read it. It became obvious fairly quickly that tons of thought went into it and it wasn't quite as unsurvivable as my initial gut reaction led me to believe. Haven't had anywhere near enough time in yet to start finding holes (that sound like they're being patched in TFOB anyhow for almost everything I have read in the forum thus far).

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On 3/10/2004 at 11:33pm, Jake Norwood wrote:
RE: My TROS games

Shadeling-

Thanks for your post. I'd like to hear more, really, as the more I know, the more I can make future stuff better.

And, for the record, we're playing Sorcerer right now, not TROS.

Jake

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On 3/11/2004 at 6:01am, Brian Leybourne wrote:
RE: My TROS games

Hell, *I'm* playing TROS. The campaign is going bloody well, too.

Brian.

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On 3/11/2004 at 6:09am, Spartan wrote:
RE: My TROS games

Brian Leybourne wrote: Hell, *I'm* playing TROS. The campaign is going bloody well, too.


We'll, I'm playing TROS this Sunday. So nyah. :P But I admit to being addicted to a small selection of rpgs (Hârn, Tekumel, TROS, Sorcerer, yadda yadda), and I like variety. :) I think that TROS will be one of my mainstays for years to come, though.

-Mark

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On 3/11/2004 at 6:44am, Tash wrote:
RE: My TROS games

I'm trying to get my group to convert, but until I get the book and we can actually try the game out, we are playing 3.5 Edition D&D.

I don't know how the conversion will go. There is a lot of attachment to the D&D campaign because the characters are finally reaching "epic" status. To some of us that's when the game gets fun, to others that's when the game gets silly (I'm in the later class). Personally I'm looking forward to campaigns driven by SAs because I like conflicted, tormented characters. My current character is a Half-Elf Ranger who is exhiled from his home on pain of death for being a werewolf. Originally this was a big deal since I had to make continual checks to avoid turning when I didn't want to, possibly killing my friends, etc. Now I'm high enough level that my saves make such checks irrelevant, so most of the drama has worn off. Its more like "Hmmmm....do I need damage reduction for this fight?".

I'm hoping the SA system allows things to stay more dramatic for longer, though I can see how eventually things might start to feel like a soap opera if every story hits the same recurring elements.

On a related tangent: are there werewolves and other shapeshifters in TROS?

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On 3/11/2004 at 6:52am, Brian Leybourne wrote:
RE: My TROS games

Tash wrote: On a related tangent: are there werewolves and other shapeshifters in TROS?


Yup, there are a number of shapechangers in "Of Beasts and Men" (the first suppliment), including werethings. Needless to say, we love 'em.

Obviously I'm biased, so take with as much salt as you like, but having played D&D and then TROS, TROS is a lot more fun, but much "lower powered" in terms of epic characters summoning dragons and suchlike. On the other hand, a starting sorcerer character in TROS is potentially a lot more powrerful than even an epic level mage in D&D, depending on how you play.

Brian.

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On 3/11/2004 at 11:19am, Tash wrote:
RE: My TROS games

mmmmm....werethings.....I love em to.

I can't really say that TROS is more fun than anything because I haven't played it. Still waiting for my damned book to show up. If the first campaign goes well enough that my group decides to switch I will grab the OBAM expansion. Untill then I guess I'll have to use my imagination for any werecritters I want to roll up.

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On 3/11/2004 at 2:27pm, MrGeneHa wrote:
RE: My TROS games

Shadeling wrote: Second-Though I like TROS SA's and how they work, running the games based around character SAs made me feel like the game was too coincidental if that makes any sense.


I can't help you on the first one, but there's a pretty easy solution to make TRoS SAs work just like DnD XP.

Make everyone's SA goal "kill bad monsters and amass treasure" :)

Gene

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On 3/11/2004 at 5:33pm, Shadeling wrote:
RE: My TROS games

MrGeneHa wrote:
Shadeling wrote: Second-Though I like TROS SA's and how they work, running the games based around character SAs made me feel like the game was too coincidental if that makes any sense.


I can't help you on the first one, but there's a pretty easy solution to make TRoS SAs work just like DnD XP.

Make everyone's SA goal "kill bad monsters and amass treasure" :)

Gene


C'mon now, that wasn't the problem. We just went back to D&D because it was an easy game to just pick up.

I will expound later.

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On 3/11/2004 at 5:58pm, Farseer415 wrote:
RE: My TROS games

As one of Shadelings players, we do plenty of RPing. I think I can speak for most of the players in that we all look foward to the RPing more then the encounter/treasure xp. Even though we do like our share of the treasure:)


Farseer

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On 3/11/2004 at 9:12pm, Ian.Plumb wrote:
RE: My TROS games

Hi,

Shadeling wrote: Second-Though I like TROS SA's and how they work, running the games based around character SAs made me feel like the game was too coincidental if that makes any sense.


This makes sense to me. In particular, if your players follow the "My character doesn't do anything unless their SAs are involved" line of reasoning then each character would seem justified in coming to the conclusion that the world really does revolve around them and their priorities. The referee, needing to tie in the motivations of all of the PCs, may find the scenarios being run have a certain similarity.

It would seem that this can't be avoided. The effect on play can be mitigated somewhat by allowing character's SAs to change whenever they feel like it. The world will still revolve around them, but at least the scenarios will potentially be able to explore different themes.

SAs are good in that they allow the referee to exert a measure of control over the PCs by ensuring that they have common goals. By rewarding the character that follows those goals the player is encouraged to stick to the plot that the referee has produced for the scenario. Very neat.

What happens when the campaign enters its tenth scenario and some of the players are perfectly happy with the same SAs that they started with? Is the referee justified in taking a player aside and saying, "Look, the Passion: Hates Rats thing was kinda funny early on but my world is starting to look like its being overrun by rats -- they're in every scenario somewhere -- would you mind changing this SA?"

Is the player able to refuse such a request, as they see the pathological fear of rats as central to their character's role?

Cheers,

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On 3/11/2004 at 10:06pm, casinormal wrote:
RE: My TROS games

While coincidences don't always make for strict realism, they are good storytelling devices.
Think about it: Why are there snakes in every location that Indiana Jones goes into? Because there are. Or rather, the GM of that "world" (the director, I guess) is using Indy's personality to tell an exciting story.
Realism is great, but a lot of players simply want an exciting story. When my players (in any of the various RPGs I've done) decide they want to play characters from very different locales, it's often coincidence/destiny that they meet. What they do after that is up to them...

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On 3/12/2004 at 1:09am, Tash wrote:
RE: My TROS games

What giving an "extra" SA to all players that couldn't be used for additional dice, but could only be saved up and spent on character development. The GM could give out points to this SA in situations where none of the character's actual passions/drives/etc came into play, thus allowing players to feel like they still accomplished something even if they didn't advance their "plot" so to speak.

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On 3/12/2004 at 4:18am, Malechi wrote:
RE: My TROS games

I think casinormal got it right: SAs make for great stories where your character is *the* main character, and who wouldn't want that? Isn't that the hope of every player who ever wrote a detailed backstory, or interesting character hook. Too often these are tossed aside in favour of the GMs story/plot/game ideas. Come to think of it, I don't think I can recall an *actual* story where the people in the story, aren't the centre of the story. That may seem redundant, but in the context of a roleplaying game, it seems to need repeating. To have it any other way means your character is nothing but audience...

... those that are having trouble with the concept of SAs or those that perceive game session design based on them as too "coincidental" or "contrived" are, I think at least, having a basic clash in game-style. SAs, as we all know, make the characters the centre of the conflict. Versimultitude and campaign setting internal consistency/"realism" often don't encourage this kind of play, instead peripheralising PCs or punishing their connections to the world. SAs make PCs protagonists (as Forge readers will know). While I don't think they're as incompatible as people make out, Protagonist/Narrative(sorry had to use it ;) ) and that versimultitide/Simulationist(cringe) combination can be somewhat problematic if you cling to one and use the other.


cheers

Jason K.

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On 3/12/2004 at 5:35am, Shadeling wrote:
RE: My TROS games

Remember now, I had been running the game since 2002, and then a few months ago, I realized my problems. Yes to have everyone from different places meet and adventure together is a contrivance that sometimes needs to be used...but constant contrivance on part of constantly crafting every session to allow possibilities for SA growth had finally gotten to me.

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On 3/12/2004 at 8:51am, Ian.Plumb wrote:
RE: My TROS games

Hi,

casinormal wrote: While coincidences don't always make for strict realism, they are good storytelling devices.

Think about it: Why are there snakes in every location that Indiana Jones goes into? Because there are. Or rather, the GM of that "world" (the director, I guess) is using Indy's personality to tell an exciting story.


And herein lies the rub.

The first time it is amusing that there is a snake scene or two in the scenario. By the fourth scenario the only interest is in seeing how the referee manages to insert a snake scene into the scenario in a novel and interesting manner. By the tenth scenario the only question that remains to be answered about snakes is why the country is seemingly overrun with them and how did they get onboard the ship the group are using to sail to another less snake-infested continent...

A plot device (such as fear of snakes) is amusing the first time it is used. The second time is a coincidence. The third time it assumes normality ("Oh, is it time for the snake scene already?). The fourth time is repetitive. Thereafter it is simply boring, particularly for the referee and the other players.

Malechi wrote: I think casinormal got it right: SAs make for great stories where your character is *the* main character, and who wouldn't want that?


Not every player wants their character to be the centre around which the scenario revolves. In fact, not every player even wants the scenario to revolve around one or more of the PCs. I mean this from the point of view of a scenario being about the thwarting of an assassination attempt on an NPC or the thwarting of an assassination attempt on a PC.

Malechi wrote: SAs, as we all know, make the characters the centre of the conflict.


SAs may or may not make a character the centre of the conflict but that isn't their purpose. They are a tool for the referee to use to ensure that everyone sticks to the plotline in a relatively predictable manner. Where most RPGs struggle to provide a logic for the PC group to get together and act in unity, TRoS provides the SA nose-ring to help the referee lead the PCs through the scenario as a cohesive unit -- rewarding them when they do the right thing and (conceivably) punishing them when they do the wrong thing. SAs are an extremely clever and refreshingly novel idea from a mechanics perspective.

Cheers,

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On 3/12/2004 at 8:55am, nsruf wrote:
RE: My TROS games

Shadeling wrote: Yes to have everyone from different places meet and adventure together is a contrivance that sometimes needs to be used...but constant contrivance on part of constantly crafting every session to allow possibilities for SA growth had finally gotten to me.


Was your group really that disparate? The general advice on the forum here seems to be to create characters together, with a common background in mind. I'll certainly do that for my first game, and require common or at least complementary SAs.

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On 3/12/2004 at 2:07pm, Alan wrote:
RE: My TROS games

Ian.Plumb wrote:
SAs may or may not make a character the centre of the conflict but that isn't their purpose. They are a tool for the referee to use to ensure that everyone sticks to the plotline in a relatively predictable manner. Where most RPGs struggle to provide a logic for the PC group to get together and act in unity, TRoS provides the SA nose-ring to help the referee lead the PCs through the scenario as a cohesive unit -- rewarding them when they do the right thing and (conceivably) punishing them when they do the wrong thing.


Jeez, I think you've got this completely backwards. It's not the players that are lead by SAs, it's the GM. Players can change their SAs at any time and it's players that choose SAs, not the GM. They are completely free to set out on stories that interest them.

I like this. It makes my job as GM easier. Instead of me trying to guess what the players will find most interesting, they tell me.

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On 3/12/2004 at 2:19pm, Valamir wrote:
RE: My TROS games

yeah, Alan. Absolutely. The idea of SAs as a nose ring for the GM to pull on makes me shudder.

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On 3/14/2004 at 3:28am, Ian.Plumb wrote:
RE: My TROS games

Hi,

Ian.Plumb wrote: SAs may or may not make a character the centre of the conflict but that isn't their purpose. They are a tool for the referee to use to ensure that everyone sticks to the plotline in a relatively predictable manner. Where most RPGs struggle to provide a logic for the PC group to get together and act in unity, TRoS provides the SA nose-ring to help the referee lead the PCs through the scenario as a cohesive unit -- rewarding them when they do the right thing and (conceivably) punishing them when they do the wrong thing.


Alan wrote: Jeez, I think you've got this completely backwards. It's not the players that are lead by SAs, it's the GM. Players can change their SAs at any time and it's players that choose SAs, not the GM. They are completely free to set out on stories that interest them.


Perhaps.

Try looking at it this way. I develop a TRoS scenario for publication. It includes pre-generated characters for the PCs. As with any TRoS scenario the SAs are integral to the plot and so the pre-gens include SAs.

The players assume the roles of the pre-gens and play the scenario. Being experienced RPers they are well capable of assuming the roles of the highly detailed and complex pre-gen characters designed for the scenario.

In these circumstances the SAs ensure a high degree of compliance to the plotline while the players stay in-character. The referee hands out the doggy-treats when the players follow the SAs, reinforcing the benefit of compliance to the plotline through compliance with the SAs. The referee's job is made easier than in other rule systems where the player's interpretation of the character's motivations is not so clear cut nor so well reinforced within the rule system itself.

I think that the same principle applies in a home grown scenario. The players create their characters; the referee though is not separated from this process. The referee assists in the process by indicating where cohesion is required within the player party -- common goals as represented by mutual or supporting SAs -- and where interaction with the gaming environment is required. As such the referee has a reasonable degree of control over where the game heads and how the player character's are linked.

IMO, there are or were two options when it came to the SA mechanism.

There was the option of providing an opportunity for the player to state what they wanted for their character through the game. Rather than a series of five-words-or-less statements these could be quite complicated (not that I'm saying you can't have complicated SAs under the core rules but the tendency for players is to use a fit-in-the-box approach). In play, non-compliance to the stated motivation is just as important as compliance. Both are dramatic and thus useful to the referee.

The alternative was to link these motivations to the character reward/development mechanism. By heading down this path compliance becomes of paramount importance to the player as they want their character to develop, and thus compliance becomes relatively predictable for the referee. This is extremely useful for the referee and is a good thing.

IMO those characters that pursue their goals with such single-minded determination are not particularly life-like. Most people do not behave in this way and most people have more depth to their character than this. I enjoy playing and writing for characters who fall short of their goals and ambitions, as their reaction to this is what makes them life-like and interesting.

Cheers,

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On 3/14/2004 at 3:39am, Amy1419 wrote:
RE: My TROS games

Here's the thing. Shadeling doesn't like it that things happen just because the characters have SAs for it.
When we play (I'm his wife and fellow gamer) we all make characters together and have at least one SA that directly relates to each other. Obviously we make our backgrounds compatible.
The idea is that how big is the world? How possible is it that there are more than the 4 PCs who have the same ideas? Therefore why is it that these four just happend to find each other, find out about their common ideals, and decide to adventure? That I think is what really starts to bug him.
It's like in any game. You have four characters, great how do they meet? For him its a big coincidence and unrealistic for them to reasonably meet, talk, and then decide to all hang out together.
Also Shadeling enjoys playing a game with supplements. He likes a lot of things being defined, less guess work. When we first picked up the TROS book we were excited about the supplements coming out in such a short time. Now its been awhile and in order to keep playing he wants the supplements. We have run into a mass battle/war raging between different races and countries. All the PCs want to engage in that fight but there are not rules for it. Also, there has been ALOT of stuff going on with Fey relating to destinys and so we want Sorcery and the Fey before we continue on those plot lines so there is less to make up.
As far as D&D, we started playing it because characters are easy to make, most people know the system, and we already had all the books. A good lot of our games don't involve the ideas of only killing things to get loot. There is always role-playing involved. D&D was just easy because it was there.
Shadeling likes coming up with spur of the moment plots and twists and stories but I think he feels like he can't because of the SAs. If the SAs are supposed to be incorporated enough in each game session to award like what 3-5 points, than the whole game has to be about the SAs. Giving him not enough room to do other things. Plus if the characters are always centered around the SAs than wouldnt they realistically not want to do anything else? Making an SA too broad "kill all evil" seems silly as well.
So I dont know if I helped sum anything up or just made it more confusing. But I was trying to help.

Amy

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On 3/14/2004 at 6:16am, Alan wrote:
RE: My TROS games

Ian.Plumb wrote:
Alan wrote: Jeez, I think you've got this completely backwards. It's not the players that are lead by SAs, it's the GM. Players can change their SAs at any time and it's players that choose SAs, not the GM. They are completely free to set out on stories that interest them.


Try looking at it this way. I develop a TRoS scenario for publication. It includes pre-generated characters for the PCs. As with any TRoS scenario the SAs are integral to the plot and so the pre-gens include SAs.


You're assuming that a TROS adventure has to be packaged like the myriad of D&D3e modules available, that require characters to go a particular way.

I am right now writing a TROS adventure package that throws this approach out the window. Instead, the players spend a session learning about the setting and situation, discuss what they would like to do with the material, then they create characters with SAs of their choosing.

I've play-tested it twice, both with good results. The resultant events and focuses have been greatly different between the two games. But that's okay: the package isn't wedded to any particular plot unfolding.

Ian.Plumb wrote:
The players assume the roles of the pre-gens and play the scenario. Being experienced RPers they are well capable of assuming the roles of the highly detailed and complex pre-gen characters designed for the scenario.


You can certainly use SAs as a pull for players - especially if they don't get to choose their SAs. But that ignores a fundimental rule of TROS (that players choose their SAs and can change them whenever something new interests them.) Finally, I think restricting the rules in that way is a waste of game potential.

Ian.Plumb wrote:
IMO those characters that pursue their goals with such single-minded determination are not particularly life-like.


TROS characters aren't intended to be life-like, they're intended to be fiction-like. Fiction focuses on climactic periods in characters' lives, when their issues do come to a head and they do pursue them with increasing focus. This has been what I've been looking for in role-play for years.

This is a Creative Agenda preference point. TROS was designed with rewards and advancement that encourages narrativist goals. However, if you strip that off or change those sufficiently, the remaining system works well for a simulationist game. I won't argue that you can make those changes if you want - as Jake has said in the past, you bought the game, so play it how you like - however, I will assert that such changes are not how the game was intended to be played.

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On 3/14/2004 at 9:07am, bcook1971 wrote:
RE: My TROS games

We kind of have two threads going here, don't we?

Ian:

There've only been a limited number of times players in games I've run have actually used the pre-gen's. And come to think of it, in that case, I made them do it, just to see what it was like. The coolest thing about it was that the pictures matched, not so much the plot.

I don't see use of pre-gen's as encouraging play that follows a pre-defined plot. The same goes for keeping the group together. I guess there're two models: (a) keep everyone together and follow a trail of clues until the GM's secret is revealed and (b) create situations that incite player investment, allowing that in-game action to create a causal chain. As long as the group is crystal on expectations for play, either model can be fun. With respect to SA's, . . . this is speculative on my part, but I imagine with (a), really the Seneschal should write all the SA's. Or at least provide a plot synopsis (without spoiling any juicy discoveries, which are so important to this model) and approve player-written SA's as being in-line with his plans.

I see two dynamics: pre-determined vs. improvised and multi-threaded vs cohesive view. These ideas are more general than the TROS system. Personally, I like to push things ‘til they break. And I enjoy loss of control. So, I more favor improvised multi-threads. But my pleasure would probably drive another man mad. (Just like the only way I can seem to comfort some people is by wearing a straight jacket.) These dynamics drill out to the Social Contract level, arguments to what the system supports, aside.

Which, I think that's a losing argument, BTW. It's probably more productive to seek common interest and use TROS to support what your group has established, to the limit that it may. Play is rarely so tidy. This effort will likely be a process.

Ian.Plumb wrote: IMO those characters that pursue their goals with such single-minded determination are not particularly life-like. Most people do not behave in this way and most people have more depth to their character than this. I enjoy playing and writing for characters who fall short of their goals and ambitions, as their reaction to this is what makes them life-like and interesting.


I also prefer down endings. But player-driven stories do not preclude this. Especially not if I'm playing:)

Amy:

Amy1419 wrote: How possible is it that there are more than the 4 PCs who have the same ideas? Therefore why is it that these four just happend to find each other, find out about their common ideals, and decide to adventure? That I think is what really starts to bug him.


How does changing the system to D&D resolve this?

*******************

TROS is more intended for home-grown scenarios, IMO. I'm not widely read, but I've gotten the same impression from a number of other indie titles. In this way, D&D is more like a parlor game. IMO, it's a worse mousetrap, but turn around fast, and you'll knock over a stack of modules, ready for low-prep consumption.

Amy1419 wrote: Shadeling likes coming up with spur of the moment plots and twists and stories but I think he feels like he can't because of the SAs. If the SAs are supposed to be incorporated enough in each game session to award like what 3-5 points, than the whole game has to be about the SAs.


The shoe's on the other foot. There will still be spur of the moment twists; they'll just come from the players. The Seneschal's job becomes providing opportunities rich with twisting potential.

SA's are not a prison sentence, just an overt expression. If they're not causing sparks, dump ‘em. You can't do that as a Seneschal, but as a fellow player, you can say, “Ok, look. These SA's are boring the shit out of me. I've thrown out a couple of things now, and I'm not getting a rise. I'm starting to think you guys just pulled something out of your ass when you wrote them down. So level with me: what are you really excited about getting into?"

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On 3/14/2004 at 10:04am, Thanaeon wrote:
RE: My TROS games

So far, my players haven't had as much SA improvement. Last session, they only got 1 or 2 each. However - and this is important - it was mainly a story of "getting there". The next session, I believe I will see a lot of SA's in action. However, SA's facilitated what I believe was the smoothest addition of a PC to the party I've ever run.

So far, I really like 'em.

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On 3/14/2004 at 11:01am, nsruf wrote:
RE: My TROS games

Amy1419 wrote: The idea is that how big is the world? How possible is it that there are more than the 4 PCs who have the same ideas? Therefore why is it that these four just happend to find each other, find out about their common ideals, and decide to adventure?


Maybe because they are friends, family, colleagues, or members of the same religion, mercenary company, etc.? Think about this in real-life terms. E.g. the people I spend most of my time with share a lot of common ideas with me, especially if they are friends or family. People don't exist in a vacuum... and they don't usually meet strangers in a tavern and decide to take them on a dragon-hunt;)

SAs probably simplify and exaggerate character motivation to a level resembling fiction. But - IMO - they provide an interesting and more realistic basis for adventuring and group dynamics than the usual D&D approach, which goes something like

"Let's take her along." (she's a PC)

and

"We better go kill those orcs we were told about." (the GM hasn't prepared anything else)

Admittedly, I haven't played TROS yet (preparing a game right now), so SAs may not work for me, either. And I have no idea how to best handle an SA-driven plot. But I fail to see how the characters getting together and having a common background is a problem.

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On 3/14/2004 at 11:33am, kanseg wrote:
RE: My TROS games

Hi there, I just thought I would throw in my two cents here because this is a topic I was recently discussing with one of my players.

Our view became that SAs are a brilliant idea and really flesh out the character as well as providing a 'metaplot' framework for that particular character. However for individual one shot scenarios it can twist the scenario if you are trying to incorporate these 'metaplot' SAs, expecially if it is a stand alone scenario you have converted for play with TROS.

My idea was to add a new SA category, which would be based on the main goal to be achieved in the adventure (or in that chapter of the campaign) the PC is involved in - lets call it the 'adventure SA' for arguments sake. This would then change (in terms of descriptor) for each individual scenario or for each individual chapter in the ongoing campaign. Each time a PC contributed to the group's success in that particular scenario or chapter, then they would gain SA points in that SA. These can not be used to add to pools for game purposes but are purely for use for advancement purposes. I know that sounds a bit like experience points...

Note that the PCs could still use SA die from Luck, Concience etc in the scenario. However, I would also allow new 'minor plot' SA's to be created based on the flow of the game. For example a powerful NPC creates difficulties for one of the PCs. That PC then has a SA specifically geared to defeating/killing that NPC. Such a SA would of course vanish at the end of the adventure if that NPC had been dealt with (or of course it could remain if that NPC still survived and would thus become one of the metaplot SAs). The SA die in these 'minor plot' SAs could be added to pools as well as being used for advancement purposes.

I have not tested this yet but I propose to see if these adventure goal SAs and minor plot SAs are workable in my next few sessions with my players.

Edit: Just to note that when a new 'minor plot' SA was created during gameplay then I would start it at an initial level of 1 point, which could of course grow as the PCs deal with the difficulty/goal that 'minor plot' SA describes.

The entire aim of course is to develop tailored SAs to a specific scenario or chapter in the campaign as well as have 'metaplot' SAs which provide a good description of that PCs main drives and ambitions. Such 'minor plot' SAs need not necessarily be combat based. So for example one of the PCs decides he wants to run a successful courier service during the course of game session as a cover then he might gain a SA in that 'drive'.

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On 3/14/2004 at 9:22pm, Ian.Plumb wrote:
RE: My TROS games

Hi,

Ian.Plumb wrote: Try looking at it this way. I develop a TRoS scenario for publication. It includes pre-generated characters for the PCs. As with any TRoS scenario the SAs are integral to the plot and so the pre-gens include SAs.


Alan wrote: You're assuming that a TROS adventure has to be packaged like the myriad of D&D3e modules available, that require characters to go a particular way.


Actually I'm providing a hypothetical situation. I'm not suggesting that a TRoS scenario must be created in this way. Having never seen a D&D3e scenario I would be amused if what I was suggesting was unique to that system.

Alan wrote: I am right now writing a TROS adventure package that throws this approach out the window. Instead, the players spend a session learning about the setting and situation, discuss what they would like to do with the material, then they create characters with SAs of their choosing.


Well done. I look forward to seeing it.

Alan wrote: You can certainly use SAs as a pull for players - especially if they don't get to choose their SAs. But that ignores a fundimental rule of TROS (that players choose their SAs and can change them whenever something new interests them.) Finally, I think restricting the rules in that way is a waste of game potential.


Personally I can't see any other way of running an off-the-shelf scenario (that was written for another RPG) under TRoS than by having the referee co-opt some of the PCs' SAs. I would suggest that part of the porting process is going to involve the referee analysing the plot, determining the SAs that are central to the plot, and allocating accordingly.

Alan wrote: TROS characters aren't intended to be life-like, they're intended to be fiction-like.


For the newbie that reads the blurb on the back of TRoS it'll be the focus on realism that will catch the eye. Certainly did for me -- and the combat system is just what I want from an RPG, coming from the simulationist end of the RPG spectrum as I do. The joy of TRoS, for me, is that it doesn't take much effort at all to purge the mechanics of the unrealistic components -- it is so well written, so modular. Converting the system to run a real-world medieval campaign is a delight.

Cheers,

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On 3/15/2004 at 5:36am, kenjib wrote:
RE: My TROS games

Let's look at it from a different angle and see if something like this would work better.

Start by telling the players "The Cabrano House runs the large city of Pravatti. They are a very old family that believes in now outdated ideals of honor. In their hearts, they still believe that the rightful king was slain and the current king is an usurper. They would support an heir of the old line should one come forth and make a claim on the throne. Their enemies in the city are the Vasco family, who made their fortune running shady business deals during the civil war and are only newly come to wealth and power. They support any king that will help them become more wealthy and powerful (which at this time means the new king) and their business reach is starting to eclipse that of the old Cabrano family. The captain of the city guard does not belong to either family, but was placed by the new king to keep an eye on the Cabrano family."

Let the players pick a family and put the burden on them to define how they know each other. Let's say they pick Cabrano, and make three characters.

One is the daughter of the head of the family. She dabbles in forbidden arts which she must keep secret from her kin and other authorities at risk of execution. She is vain and wants to make sure that she can always show up her rivals, the three daughters of the head of the Vasco family. She has, at times, used her magic secretly toward these ends. Perhaps this is why the city is so enamoured of her.

The second character is the family's Swordmaster - a master swordsman who serves as the family's personal trainer, guard, assassin, etc. He is an exotic immigrant from Anu and has been charged by the head of the house with the protection of his daughter (the first character). He knows about her secret occult pastimes and has vowed on his life himself to keep it a secret.

The third character is a cousin from a down and out branch of the family - a girl of dubious talents with whom she escapes the drudgery of social life by slumming it in the poor districts. She has gotten the daughter into trouble more than once and while the head of the house frowns on their friendship, he can do nothing because they are family.

The SA's are all wrapped around the two families so there's plenty to work with as long as the story revolves around the tensions between them.

Okay, now figure out some background info to unravel later. There is a plot by a secret society to overthrow the king and start a popular
revolution which will lead to a new form of government without a king. Unbeknownst to the players one of character 1's uncles was involved in the plot. Plant some clues leading to this. The game starts with a scream in the night in the Cabrano house. An assassin has killed the uncle and is still in the house. Plant some clues pointing back to the Vasco family. Decide why the Vascos wanted to kill the uncle. Etc.

From there out, the players do what they want, and let things fall from there. They can play through the funeral, which the Vasco daughters have the audacity to crash. Investigate what happened. etc. Every once in a while, throw a new twist or plot thread into things, and as long as it's related to the same central conflicts some SA's will likely line up, like character 2's SA drive: protect the daughter, and character 1's passion: loyalty to House Cabrano. Specifically target certain characters' SA's - if character 2 has passion: love for the Vasco family swordmistress, either have her try to lure him into treason or create a fun, light-hearted love-hate kiss-kill relationship. Introduce new characters with their own interests and SA's to further complicate the plot.

When characters uncover the plot, they are likely to change some of their SA's to re-orient around the new conflict. This conflict opens things up on a wider scale and the game can shift focus from the city to the bigger kingdom level dynamics.

I think a pre-made scenario could provide all of the pieces for this, maps of major locations like the Vasco and Cabrano family manors, the city gaol, the king's castle, the store of an underground fence and information broker in a bad part of town (and what he knows, when), a couple of cities; factions and people that may come into play depending on what happens along with their SA's, relationship with others, and actions they might take, etc. Various pre-made twists, plots, and potential timelines can be provided.

These are all materials for the Seneschal to improvise off of depending on how the characters were set up, who they had allegiance to, etc. In this case they start trying to catch the assassin. With different characters they might have started out as the assassins, or framed for the murder, or are investigating it for the captain of the city guard, or any number of options that would pull them into the intrigue.

The Seneschal didn't have to get the characters together. They worked with the scenario to do it themselves. There is also plenty of room to throw new twists in, some of which can be teased out from existing SA's.

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On 3/15/2004 at 6:21am, Malechi wrote:
RE: My TROS games

hrmmm

I wonder if this debate would benefit from an exercise similar to Ron Edwards' "Art Deco Melodrama" thread list.

We postulate a setting with as much detail as needed or as you would classically give at the beginning of a campaign (the seeds that kenjib posted might be a good start). Then go through the processes of character generation with SAs etc and have the Seneschal explain how he's going to make the character soup into a campaign startup. There's no actual game, just a run through the processes behind a well setup TROS game that emphasises the SAs at work with feedback to the players who submit their characters to the thread for integration. I know some might have a really good grasp of SAs, but I'm still occassionally seeing players and people comment about SAs that i don't think fit under the headings they give them (passions that are really drives, drives that are really destinies, destinies that are wayyyy short term, drives that are really conscience). This kind of tutorial run-through might be beneficial to those who are having some concerns or trouble with the kind of game we're trying to talk about here.

Any takers (Seneschals, Players, Commentators, Observers?)

Jason K.

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On 3/15/2004 at 6:54am, Wolfen wrote:
RE: My TROS games

kenjib,

Awesome set-up. Any adventure books for TRoS would have to be precisely such a thing. If someone wanted to run a game with a set-up like that, I'd be there in a heartbeat.

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On 3/15/2004 at 9:09am, Ian.Plumb wrote:
RE: My TROS games

Hi,

bcook1971 wrote: There've only been a limited number of times players in games I've run have actually used the pre-gen's. (SNIP)

I don't see use of pre-gen's as encouraging play that follows a pre-defined plot. The same goes for keeping the group together.


Concept: TRoS is different to traditional RPGs. In TRoS the players determine, broadly speaking, the content of the plot and the type of scenario that will be played through the design of their SAs.

Counter-point: This is an illusion. The referee has ample opportunity to mould the SAs that the players will take. The SAs, because they are linked to the reward mechanism, ensure that the players will stick to the plot in order to ensure that their characters will develop as quickly as possible.

Illustration: A TRoS scenario demands that the player's SAs are intertwined with the plot. Therefore, in the case of pre-gens for a published scenario, the designer is able to ensure that the PCs have good reason to stick together (their SAs are mutually supportive) and follow the plot (their SAs are intertwined with the plot elements). This isn't nearly so easy to orchestrate in scenarios designed for other RPGs.

Hence, no, I don't think that pre-gens as a general rule ensure that the PC group sticks together and/or follows the plot. SAs, on the other hand, provide ample opportunity for both. TRoS pre-gens would have SAs and therefore are capable of producing unity and adherence to the plot.

Ian.Plumb wrote: IMO those characters that pursue their goals with such single-minded determination are not particularly life-like. Most people do not behave in this way and most people have more depth to their character than this. I enjoy playing and writing for characters who fall short of their goals and ambitions, as their reaction to this is what makes them life-like and interesting.


bcook1971 wrote: I also prefer down endings. But player-driven stories do not preclude this.


I can't agree with this. TRoS defines SAs as being at the core of the character (hence the massive bonuses that apply when they're firing). As such failure to attain or follow these core concepts is as interesting to the plot (and is more important to character development, IMO) as attaining or following these core concepts.

However, while the reward mechanism is tied only to the positive (that is, the player that follows the goal is rewarded whether successful or unsuccessful in the specific instance), player-driven stories won't head down the negative path -- characters that do this will develop slowly and will be seen as having a negative impact on the plot.

Cheers,

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On 3/15/2004 at 12:03pm, Alan wrote:
RE: My TROS games

Ian.Plumb wrote:
Counter-point: This is an illusion. The referee has ample opportunity to mould the SAs that the players will take.


I have a hard time seeing how the GM can restrict player SA choices - he can suggest, but they are the player's choice. Can you give me an example that doesn't involve pre-gens?

Ian.Plumb wrote:
The SAs, because they are linked to the reward mechanism, ensure that the players will stick to the plot in order to ensure that their characters will develop as quickly as possible.


What stops a player from just spending four SAs to zero and announcing he's changing two of them? Within moments, he can radically change the direction of the character.

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On 3/15/2004 at 12:47pm, Muggins wrote:
RE: My TROS games

I have to say, TRoS is fantastic for one-off modules, but much more difficult to make ordinary "insert any party" stories. I have run two once-offs (you can tell I am not in the country for long periods!), both of which I have set up characters that are directly antagonistic, with a strong drive. The first scenario involved the retrieval of a certain artifact for a king, with characters doing it for money, prestige, loyalty to the king, or religious concern for the artifact. It was a test for me on how to set up a party with disparate aims (in their SAs), and worked very well... (well most of them killed each other, but only after much roleplaying!).

For campaigns, if the party is not coached to select obviously compatible SAs, the seneschal needs to be sneaky. The influence of an outside force is always useful in getting mutually antagonistic enemies to cooperate. The campaign I am currently putting together (as a mini-supp with enough ideas for Ian and many more!) postulates an invasion as a motivation, with a hefty dose of interference from powerful entities.

And surely, fear of snakes is not an SA? I would have dismissed it outright, turning it into a Flaw, not a character-defining trait.

James

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On 3/15/2004 at 9:23pm, Jaeger wrote:
RE: My TROS games

I have a hard time seeing how the GM can restrict player SA choices - he can suggest, but they are the player's choice. Can you give me an example that doesn't involve pre-gens?


Easy, he says no - not in my campaign... Whenever my last group sat down to start a campaign the GM always had veto power over those SA's that were either too munchkin - or would obviously lead things away from the campaign focus. Now obviously the type of campaign was talked about beforehand, and a general consensus was reached what types of PC's would best suit the campaign - players and GM agreeing.


What stops a player from just spending four SAs to zero and announcing he's changing two of them? Within moments, he can radically change the direction of the character.


In my group it was basic "campaign etiquette" that a player must get GM permission during the middle of a campaign to change things. I had one player change a passion in one of my campaigns to the hatred of a bad NPC - that was OK, and helped develop the story even more. But if he was allowed to just change his passion to: recover the shard of Xanar, when the campaign is taking place in Stahl - that wouldn't have been cool. It would have been unfair to the other PC's who still want to stay in stahl and protect the high king.

Playing TROS is a two way street between players and the GM. The players get to influence the campaign all day long - but the GM should also get to enjoy things and I (and my past group) felt he should have a little say in the PC's SA's so as to make life a little easier.

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On 3/15/2004 at 10:02pm, Dain wrote:
RE: My TROS games

Hey guys,

meant to drop this in much earlier...appologies since it looks like it would have removed much debate.

Doesn't the book say changing SA's is like major expensive? I.E. players won't be changing them willy nilly because they wouldn't be able to. Page 66 TROS core book, paragraph two under "1. Spiritual Attributes".

Unless I'm missunderstanding, you have to zero out the SA you want to change (makes sense) AND zero out some other SA (painful but ok) AND LOSE 10 more Spirit Points. In other words, you have to have a TON of SA points just to change one SA, and after you do so you've pretty much made it impossible to change again for a while because you basically blew away all the points you had and you have to play a while to regenerate some more SA points before you have enough points to TRY to change an SA again.

Someone let me know if I'm misreading or just plain wrong.

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On 3/15/2004 at 10:26pm, Alan wrote:
RE: My TROS games

Hi Dain,

In another thread Ben and Jake confirmed that the 10 points of SAs are not lost - you spend them on character improvement.

I even got the impression, but I can't find the quote right now, that even that requirement might be reduced in their games.

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On 3/15/2004 at 10:30pm, Dain wrote:
RE: My TROS games

Thanks for the info, but even if they are not lost and are spent instead, they still come off the SA's anyhow, right? If so, that doesn't change the math and still makes it unlikely one could change SA's with any frequency. You only have 25 as a max...if 10 must be spent, you're down to 15 max, at most you could change one more SA because that would only leave you 5...and you'd have to play for a while to get at least back up to 10 in order to try again. Right? or am I still off?

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On 3/15/2004 at 10:42pm, nsruf wrote:
RE: My TROS games

AFAIK they clarified that dropping 2 SAs to 0 for the change just means spending the points on improvement. But the 10 extra points you have to pay for also changing the type of SA (e.g. passion to luck) would still be a price for the change, no?

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On 3/15/2004 at 10:44pm, Wolfen wrote:
RE: My TROS games

I believe it's 10 total, not 10 more. You drop the SA you want to change down to zero, plus one more. If both of those SAs were maxed at 5, you're done. Also, the requirement of 10 points is only when changing the type of an SA, for instance from Passion to Drive. If you only want to change the focus, (Passion: Love of fiancée to Passion: Hatred of fiancée's killer) you only have to drop the two SAs.

Many people play a little bit looser with these rules. I certainly do. I would allow you to zero 3 attributes to change 2 of them (the requirement is only that the changed attribute, and one other, has to be zeroed, after all) I also don't play with the additional requirement to change type. I think I totally missed it in my initial read, and it wasn't until a player pointed it out that I became aware.

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On 3/15/2004 at 10:46pm, Dain wrote:
RE: My TROS games

nsruf,
That makes sense to me, and seems to match what I'm reading...but I'm a newbie, so that doesn't mean much. Think I've opened a can of worms here.

added edit:
I see good sir Wolfen snuck in on me before I hit post. Man my typing speed must suck. Thanks for the insight Wolfen.

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On 3/15/2004 at 10:56pm, nsruf wrote:
RE: My TROS games

Dain wrote: ...but I'm a newbie, so that doesn't mean much.


Me too;) That's why I'm asking...

But rereading the passage, Wolfen makes sense, it doesn't talk about spending an *additional* 10 points.

Thanks!

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On 3/15/2004 at 10:59pm, Dain wrote:
RE: My TROS games

Ok, assuming Wolfen is on the money (always has been so far as I've seen thus far) and it's 10, not 10 additional, that still means switching only 2 at most before having to play a while to generate more points (25 max, change 2 means spend 10 twice, for a reduction of 20, leaving only 5). Not quite so easy to change SA's as a lot of the above debate would tend to imply.

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On 3/15/2004 at 11:09pm, Ian.Plumb wrote:
RE: My TROS games

Hi,

Ian.Plumb wrote: Counter-point: This is an illusion. The referee has ample opportunity to mould the SAs that the players will take.


Alan wrote: I have a hard time seeing how the GM can restrict player SA choices - he can suggest, but they are the player's choice. Can you give me an example that doesn't involve pre-gens?


The player chooses SAs based on the information provided by the referee. There is ample opportunity for the referee to mould the choices that the player will make. In the end every PC is subject to referee approval.

Ian.Plumb wrote: The SAs, because they are linked to the reward mechanism, ensure that the players will stick to the plot in order to ensure that their characters will develop as quickly as possible.


Ian.Plumb wrote: What stops a player from just spending four SAs to zero and announcing he's changing two of them? Within moments, he can radically change the direction of the character.


The referee. The other players. A desire to see the game played. The referee not providing opportunities to use these new SAs. All of these would put an end to such anti-game behaviour.

Cheers,

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On 3/15/2004 at 11:18pm, Dain wrote:
RE: My TROS games

Concerning the zeroing out 4 SA's thing, remember that's only altering 2 SA's, not 4....out of a total of 5. I think it's a bit of an overstatement to say that a 2 out of 5 change on a single character is going to "radically change" the direction of a character. Significant, yes. Radical,...well, that's stretching a bit.

added edit:
before I get myself in trouble here, just offering an opinion...not discounting the person who said it...I'm a major newbie here and probably am all wet on all kinds of things.

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On 3/15/2004 at 11:37pm, kenjib wrote:
RE: My TROS games

Dain wrote: Ok, assuming Wolfen is on the money (always has been so far as I've seen thus far) and it's 10, not 10 additional, that still means switching only 2 at most before having to play a while to generate more points (25 max, change 2 means spend 10 twice, for a reduction of 20, leaving only 5). Not quite so easy to change SA's as a lot of the above debate would tend to imply.


This minimum of 10 is only when you change the category - i.e. a passion becomes conscience, or luck becomes faith, etc. It would be pretty easy to keep a drive around for constant short term use. Whenever you want to change the target of the drive, just zero it out, plus any other SA, and make it "drive: something else." At that point you already have two SA's at zero, so if you don't like that you can change it at will to "drive: yet something else" and "drive: I like this better" at no cost at all.

The biggest drawback I can see with this is that you are only allowed to have one drive at a time, so this means you couldn't have a long term drive as well as this type of short term, flexible, drive. I don't see what the benefit of limiting to one drive is though, so I say ignore that limitation and let a character have "drive: long term ambition" and "drive: rotating flavor of the month" at the same time.

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On 3/15/2004 at 11:38pm, Ian.Plumb wrote:
RE: My TROS games

Hi,

Jaeger wrote: Playing TROS is a two way street between players and the GM. The players get to influence the campaign all day long - but the GM should also get to enjoy things and I (and my past group) felt he should have a little say in the PC's SA's so as to make life a little easier.


Absolutely. The players influence the direction of the game but don't direct it (this is true of any RPG; TRoS is different in that it has a mechanism for aiding this process). The SAs are there to provide a rationale for unity and cohesion amongst the PCs, a link to the gaming environment, and thematic influence over the direction of the campaign. They're not there to test the referee's capacity to link disparate themes.

The referee has the most time consuming task. Anything that makes their life easier is a good thing and more likely to keep the playing group together and gaming.

Cheers,

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On 3/15/2004 at 11:42pm, Dain wrote:
RE: My TROS games

Thanks kenjib,

Haven't found that option yet...off to the books for me...need to read a while to find that option.

added edit:
dummy me...same page (66), same paragraph, just at start.

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On 3/16/2004 at 5:36am, Shadeling wrote:
RE: My TROS games

Amy1419 wrote: How possible is it that there are more than the 4 PCs who have the same ideas? Therefore why is it that these four just happend to find each other, find out about their common ideals, and decide to adventure? That I think is what really starts to bug him.


bcook1971 wrote:
How does changing the system to D&D resolve this?



It doesn't. This is a problem with any game genre. The idea here is that with TROS it seems so much more important for everyone to have common ideals, common SAs. In D&D yeah it is necessary to have people with the same types of likes, you don't want the character bent on destroying the world with the character who wants to help the needy. But there are no SAs that need to mesh so that the characters will keep on adventuring together.


Amy1419 wrote: Shadeling likes coming up with spur of the moment plots and twists and stories but I think he feels like he can't because of the SAs. If the SAs are supposed to be incorporated enough in each game session to award like what 3-5 points, than the whole game has to be about the SAs.

bcook1971 wrote:
The shoe's on the other foot. There will still be spur of the moment twists; they'll just come from the players. The Seneschal's job becomes providing opportunities rich with twisting potential.



But see thats not the point. Shadeling doesn't necessarily want only the players to do such things. He likes to do it himself. If the characters twist a plot or do something unexpected that's good but also normal for one of our sessions. It still revolves completley around their SAs. There can't be deviation if the players want experience.
Whereas other games, you do whatever and get experience. In TROS it is more rigid and therefore not as open to different things.

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On 3/16/2004 at 7:03am, Ian.Plumb wrote:
RE: My TROS games

Hi,

Shadeling wrote: But see thats not the point. Shadeling doesn't necessarily want only the players to do such things. He likes to do it himself. If the characters twist a plot or do something unexpected that's good but also normal for one of our sessions. It still revolves completley around their SAs. There can't be deviation if the players want experience.
Whereas other games, you do whatever and get experience. In TROS it is more rigid and therefore not as open to different things.


While the talking about yourself in the third-person thing is kinda spooky I agree with the point being made here. It is the connection between SA usage and non-skill development that reduces the referees options for the game. It also stunts the personality of the character, IMO.

Cheers,

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On 3/16/2004 at 7:48am, Amy1419 wrote:
RE: My TROS games

Ian.Plumb wrote:



While the talking about yourself in the third-person thing is kinda spooky...


OOhmigosh! Whoops! That was me posting not Shadeling.
He was signed in and I didn't check before I posted.
So sorry about that!!

Amy

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On 3/16/2004 at 7:56am, kenjib wrote:
RE: My TROS games

Hi Ian, one house rules I've seen here several times that might help address your problem (but certainly not entirely) is that if a character has two SA's and is in a situation such that he must choose between them, instead of the standard rules where he might gain a point in one SA only to lose a point in another, the character instead gains two points in one SA only to lose a point in another - still a net gain of one point. This makes it easier for a player to set up contradictory SA's for their character and for a Seneschal to reward interesting internal conflicts.

Let me go back to your original description of the problem (and please correct me if I am misunderstanding you):

I can't agree with this. TRoS defines SAs as being at the core of the character (hence the massive bonuses that apply when they're firing). As such failure to attain or follow these core concepts is as interesting to the plot (and is more important to character development, IMO) as attaining or following these core concepts.

However, while the reward mechanism is tied only to the positive (that is, the player that follows the goal is rewarded whether successful or unsuccessful in the specific instance), player-driven stories won't head down the negative path -- characters that do this will develop slowly and will be seen as having a negative impact on the plot.


I see two situations that you describe here. The first is a character who fails to attain a goal he is trying to attain. In this case, there is nothing to stop a Seneschal from rewarding a character for a valiant effort to attain a goal, even if he fails. Do you issue rewards for a player's hard considered choices or for random numbers on the dice that result. The character has thus learned through failure. Try and try again, school of hard knocks, and all that.

The second situation is the inability to reward a player's character for not really trying to follow his SA's. It is a failure in effort and I agree that it has dramatic potential. However, I don't see that this is not supported once we except the subcase of conflicting SA's that the house rule above solves. If a character no longer wants to attempt to follow an SA, then why not change it to something else? This is a dramatic moment - when you have realized that something that was centrally important to you is no longer so. It is rewarded by allowing you to shift your interest to something else and advance in that endeavor instead - ostensibly based on some aspect of the character or environment that you, as a player want to explore. Should you regain conviction in your old, abandoned, SA, you can always change it back later for yet another dramatic change of heart. The system even supports redemption...

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On 3/16/2004 at 8:55am, Ben Lehman wrote:
RE: My TROS games

Ian.Plumb wrote:
Alan wrote: I have a hard time seeing how the GM can restrict player SA choices - he can suggest, but they are the player's choice. Can you give me an example that doesn't involve pre-gens?


The player chooses SAs based on the information provided by the referee. There is ample opportunity for the referee to mould the choices that the player will make. In the end every PC is subject to referee approval.


BL> Note that, at the level of gameplay you're discussing, the player has an equal veto on the GM's game -- "I'm not playing." Or the less polite version "This game sucks."

Consider that TRoS puts SAs in the hands of the players *for a reason*

You may not like the sort of play that the design goal produces, but can you understand what it is, and how it differs from your own gaming, and thus respect it from a distance? Can you stop arguing that SAs "actually" serve a function wildly different from the function that they were written to serve (and do serve well) and perhaps explore ways to modify the advancement / I do not die now system to be more to your liking? (Off the Cuff suggestion: Get three "advancement points" per character per session, plus +1 dice on all player rolls, +2 on split pools like combat and sorcery, plus a 5 die luck pool?)

Just throwing it out there.

yrs--
--Ben

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On 3/16/2004 at 12:30pm, silburnl wrote:
RE: My TROS games

Dain wrote: Thanks for the info, but even if they are not lost and are spent instead, they still come off the SA's anyhow, right? If so, that doesn't change the math and still makes it unlikely one could change SA's with any frequency. You only have 25 as a max...if 10 must be spent, you're down to 15 max, at most you could change one more SA because that would only leave you 5...and you'd have to play for a while to get at least back up to 10 in order to try again. Right? or am I still off?


Leaving aside the '10 points to change SA category' point that has been addressed elsewhere, I think you need to focus upon the character advancement aspect of SAs as well.

A character who is maxed out in his SAs has a huge amount of narrative power within the game when they start firing. I'm not hugely familiar with the the game in play but those that are say a five dice boost is a big thing, 10-15 is pretty monstrous and 20+ is just insane. The downside is that this power is inflexible and can only be sustained for as long as the player is willing to forgo skill and attribute raises for the character (IME all players want to 'level' at some point); furthermore the player is effectively 'experience frozen'.

As soon as the narrative moves away from the PCs current object of obsession then those SAs are doing nothing for him and he's just an ordinary joe - less than ordinary if his peer-group have been cycling their SAs for Insight while he maintains his killer focus. At this point the player might as well trade in 10-20 SA dice for the trait bennies, insight and the chance to reorientate his character.

Sure he'll have a lot less potential narrative power for a while but what good are maxed out SAs if the story isn't likely to trigger them anytime soon?

Regards
Luke

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On 3/16/2004 at 1:43pm, silburnl wrote:
RE: My TROS games

Shadeling wrote:
bcook1971 wrote:
How does changing the system to D&D resolve this?



It doesn't. This is a problem with any game genre. The idea here is that with TROS it seems so much more important for everyone to have common ideals, common SAs. In D&D yeah it is necessary to have people with the same types of likes, you don't want the character bent on destroying the world with the character who wants to help the needy. But there are no SAs that need to mesh so that the characters will keep on adventuring together.


So TROS has in-game mechanics to discourage "five-strangers-meet-in-a-pub-and-decide-to-trust-each-other-with-their-lives" syndrome and this makes D&D preferable? I don't get that.

Is it that its less easy to do a pick-up "lets go kill the evil kobolds!" sort of session? I guess so, but then a game that has mechanics to encourage one mode of play will almost certainly be hard going if you are in the mood for a different mode.

Shadeling wrote: But see thats not the point. Shadeling doesn't necessarily want only the players to do such things. He likes to do it himself. If the characters twist a plot or do something unexpected that's good but also normal for one of our sessions. It still revolves completley around their SAs. There can't be deviation if the players want experience.
Whereas other games, you do whatever and get experience. In TROS it is more rigid and therefore not as open to different things.


OK this I can engage with and it is a problem if the GM likes to be fairly tight and prescriptive in his session preparation. One option is to try and be a little less old school as a GM and do the whole bangs, kickers and R-mapping thing that you'll see discussed in numerous fora at the Forge.

Alternatively if Shadeling isn't too comfortable with that or wants to take back a bit of authorial power for the sake of a longer term story-arc is there anything stopping him saying "Guys, I think the current situation's pretty much tapped out. I have a couple of changes of focus in mind so you might want to think about switching a few of your SAs around over the next couple of sessions."

Finally if he's more hard-core Sim he could just change the direction of the story and let the players figure out that the world has moved on from their characters' earlier obsessions. Putting my evil-Simulationist hat on for a moment, just because a PC has 'Love Arabella Monterra' and 'Drive To Recover The Family Estate' doesn't mean he can't get captured by corsaires and end up as a galley-slave. The player can pay down four (or three if you go with the houserule proposed upthread) SAs to zero, picking up some useful skills for the PC's new situation in the process, and switch to 'Hate Brutal Overseer' and 'Drive To Escape Slavery' at any time they want. My guess is they'll have done this before the end of the second session they spend dodging whips and hauling on oars. Furthermore if they have a total of 10 or more dice in the SAs they are paying down they can switch one of the SAs (Conscience perhaps) to something thematically appropriate (Destined To Scatter The Barbary Corsaires Before The Wind) and you have an interesting 'Burning Avenger' character transition (just how far will he go in fulfilling that destiny?) that could make for all sorts of tragic/heartwarming developments and reveals later on in the game.

TROS is set up to foster Narrative play but that doesn't mean you can't get all Simmy with it if you want.

Regards
Luke

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On 3/16/2004 at 5:42pm, bcook1971 wrote:
RE: My TROS games

Amy1419 wrote: This is a problem with any game genre. The idea here is that with TROS it seems so much more important for everyone to have common ideals, common SAs. [TROS has] . . . SAs that need to mesh so that the characters will keep on adventuring together.


It sounds like your priority is cohesion, i.e. one window through which to view the game world. That flauts intent with TROS, IMO. Off the text, it is not supportive to your desired play, methinks.

There are a couple of things you can do:


Supportive: Port the mechanics that most intrigue you (e.g. borrow manuevers, ignore SA's) into a less prescribed system. (Forgive me, TROS purists!)
Challenging: Read up on scene framing. Plan an exercise with your group to implement this concept. If you decide to try this, pitch the idea out-of-play with clear presentation and open discussion.



Amy1419 wrote: But see thats not the point. Shadeling doesn't necessarily want only the players to do such things. He likes to do it himself. If the characters twist a plot or do something unexpected that's good but also normal for one of our sessions.


It sounds like Shadeling is an ideal TROS player. The way I think of it, a Seneschal performs quite a different function than a DM.

Amy1419 wrote: It still revolves completley around their SAs. There can't be deviation if the players want experience. Whereas other games, you do whatever and get experience.


Well, yes, it does revolve around SA's, and that's the idea. If by "other games" you mean D&D, I beg to differ: it's mainly kill monsters and find treasure. And what allows variety (yet maintains support) is to throw out different, more powerful monsters and new kinds/amounts of treasure. It doesn't all have to be kobolds and gold.

Similiarly, with TROS, once you've had your fill of "Desire: Revenge upon the Dread Lord who slaughtered my family," you move on to "Destiny: Unite these war-torn lands." The players just have to be trained to sense that moment of change and speak up.

Amy1419 wrote: In TROS it is more rigid and therefore not as open to different things.


You find that TROS does not support your agenda. Based on what you've shared, I agree. I do think it's a highly qualified catalyst for player-driven play. That's kind of the big, new idea that it seems to be based around. I encourage you to do both things: defend comfortable, staple play and plan time to try new things. (And by "try," I mean: keep at it 'til you get the good out of it or decide it's not worth the effort.)

Edited: Wa-hoo! My 100th post!

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On 3/16/2004 at 5:48pm, Shadeling wrote:
RE: My TROS games

silburnl wrote:
Shadeling wrote:
bcook1971 wrote:
How does changing the system to D&D resolve this?



It doesn't. This is a problem with any game genre. The idea here is that with TROS it seems so much more important for everyone to have common ideals, common SAs. In D&D yeah it is necessary to have people with the same types of likes, you don't want the character bent on destroying the world with the character who wants to help the needy. But there are no SAs that need to mesh so that the characters will keep on adventuring together.


So TROS has in-game mechanics to discourage "five-strangers-meet-in-a-pub-and-decide-to-trust-each-other-with-their-lives" syndrome and this makes D&D preferable? I don't get that.

Is it that its less easy to do a pick-up "lets go kill the evil kobolds!" sort of session? I guess so, but then a game that has mechanics to encourage one mode of play will almost certainly be hard going if you are in the mood for a different mode.
Luke


I didn't switch to D&D for 'lets go kill monsters' games. The point was in D&D, there is less headache for me to just run sessions on the fly if I feel so compelled...1) I have no worries of stepping on the toes of someones SAs, and 2) I don't have to worry in said situations of someone not getting XP. XP in D&D doesn't have to be tied to killing things.

D&D wasn't the only game we were playing instead. There was Lord of the Rings, Exalted, and Mutants and Masterminds to name a few.

Also the other big problem as you have heard my wife say, was the lack of promised supplements. TFOB may be coming out this year, but it has been too long since I needed it. Maybe I am coming off as bitter, but I am not trying to sound as such.

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On 3/16/2004 at 6:50pm, silburnl wrote:
RE: My TROS games

Shadeling wrote: I didn't switch to D&D for 'lets go kill monsters' games. The point was in D&D, there is less headache for me to just run sessions on the fly if I feel so compelled...1) I have no worries of stepping on the toes of someones SAs, and 2) I don't have to worry in said situations of someone not getting XP. XP in D&D doesn't have to be tied to killing things.


What do you do when you prep to run D&D (or the other games you mentioned - but I'll stick with D&D terminology 'cuz its a useful lingua franca for gamers) on the fly? Or is it literally on the fly with absolutely zero prep? If you do absolutely no prep in advance, how do you come up with ECLs that are appropriate to the player characters? Do you use one big brute that everyone can whale on or a bunch of lower ECL creatures? What about special attacks that the monsters have? What about special attacks or buffs the PCs have (did you remember that the fighter got a potion of protection against [blah] last time?)? Can you throw in some undead if the party aren't strong in clerics or paladins? How do you decide what booty the PCs are due once they've defeated the encounters?

Are juggling the factors that go into those decisions for D&D intrinsically harder to handle than worrying about a dozen or so SAs? Or is it that you (and me and most other roleplayers) have internalised such considerations to such an extent that we fail to notice how hard such things are to do for someone fairly new to the game?

If you decide to return to a comfort zone game, to what extent is that TROS's failure? Clearly it wasn't compelling enough to keep you guys playing, which is a failing and a sadness but does it make SAs a problem for TROS? Or TROS a weak game?

Shadeling wrote: Also the other big problem as you have heard my wife say, was the lack of promised supplements.


There you have my sympathy. As a long time player of Pendragon I know where you're coming from...

Regards
Luke

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On 3/17/2004 at 6:54am, bcook1971 wrote:
RE: My TROS games

Hey, Ian. Just noticed your reply.

I hear you saying that the Seneschal retains influence at time of SA writing. And because of the SA/reward link, he has leverage during play.

I can see how the author of a module could script SA's as supportive. Were the goal in writing to bind the characters to a pre-defined story-line, it makes sense that SA's could be used to this end. Not that Shadeling was playing from a module, but within this context, it is ironic that your conclusion is the opposite of his reality. (I don't see that as detracting from your argument. I think he's coming from a different place.)

More generally, you assume the value of a pre-defined plot. And advancement as a driver for player behavior. These ideas are probably mainstay, but not universal. Clearly, there are different schools of taste, but a workable (if not primary) use of TROS is to support story arising from play. And not just the drapes. The whole damn house from nothing. (I guess, count the SA's as a foundation, to complete the analogy.)

As concerns driving behavior, at least for my part, I've always done things with my character just to make things happen. I bet I'm not the only supposed spoiler out there. No experience points, powerful gizmo or gain in ability has ever moved me in the slightest. Not being bored, facing down a challenge, choosing from an array of tactics, mattering to what's developing in the imaginary space: that's what drives me. As far as being effective, that's a non-negotiable starting point, for my needs.

My group uses a pre-defined plot and is generally driven by SA awards and the advancement they bring, BTW:) The session before our campaign ended, someone had to explain to me how to spend SA points. And even then I didn't. It just seems silly.

************

You make an interesting point regarding SA awards being tied to the positive. And that acting out character struggle in play is not suitable for support by SA's. In as much as you are portraying struggle. This gets back to assuming advancement as a driver.

SA's also function as a compass. The mere fact that they are written out will impact player decisions. Of course, this is a matter of player sensibility and not something whose pursuit may be mechanically enforced.

You're making an argument against player-driven stories as losing out on the contrast and enrichment that struggle and suffering hardship provide. I don't know . . . Maybe you could make self-destructive SA's like "Destiny: Drink myself to death," like in Leaving Las Vegas.

How does the Seneschal leveraging awards solve this issue? Or are you saying this is a limitation of the mechanic and not something a style of play could address?

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On 3/17/2004 at 7:24am, Starshadow wrote:
RE: My TROS games

Hi there.

Just a little note about player-driven vs. GM-driven playing:

GM: You see lots of people gathering around a man putting up posters in the town square.

Player 1: Do you know how to read?
Player 2: Nope.
Player 1: Me neither. What's that over there

Players walk away...

Sometimes GM-driven stories are good, but beware of rebellion. Let the players decide what to do once in a while as well.
:)

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On 3/17/2004 at 8:30am, Alan wrote:
RE: My TROS games

bcook1971 wrote: The session before our campaign ended, someone had to explain to me how to spend SA points.


Hi Bill,

Hey, didn't it bother you when you lost SA points awarded in play because your SA scores had maxed out?

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On 3/17/2004 at 8:40am, Shadeling wrote:
RE: My TROS games

Starshadow wrote: Hi there.

Just a little note about player-driven vs. GM-driven playing:

GM: You see lots of people gathering around a man putting up posters in the town square.

Player 1: Do you know how to read?
Player 2: Nope.
Player 1: Me neither. What's that over there

Players walk away...

Sometimes GM-driven stories are good, but beware of rebellion. Let the players decide what to do once in a while as well.
:)


I do let the players also decide what to do.

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On 3/17/2004 at 4:33pm, bcook1971 wrote:
RE: My TROS games

Alan wrote: Hey, didn't it bother you when you lost SA points awarded in play because your SA scores had maxed out?


During the six session campaign we played, I never was awarded more than three points per type. I'm now aware that there's a five point max. So yes, I will spend them rather them lose them. Probably to buy more CP. Those're what I like.

Or you could ignore the cap. That's probably what I would have done in ignorance. But now that I know better, I'll probably follow the rules.

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On 3/18/2004 at 9:25am, Ian.Plumb wrote:
RE: My TROS games

Hi,

kenjib wrote: (SNIP idea about modified reward mechanism) This makes it easier for a player to set up contradictory SA's for their character and for a Seneschal to reward interesting internal conflicts.


I have no issue with the reward mechanism that you suggest. However, it doesn't cover what I'm talking about. Here is an example:

A character has an SA -- Passion: Love for wife and family. He operates in this manner for many years. Then, during one session of one scenario, he cheats on his wife.

His SA has not changed. In fact he goes on to demonstrate his love for his family in the years to come.

The idea that he should change that SA or another for that session just so that he can be rewarded for the action doesn't appeal to me.

Nevertheless the incident was extraordinary for the character and no doubt totally unexpected for the referee. Lots of role-playing potential there and we probably know more about the character of the character, so to speak -- in fact, the character has become more like a person.

Such aberrant behaviour, such uncharacteristic behaviour, is dramatic. It is to be encouraged.

On the other hand, just before committing the act, the player realises not only will he not gain an SA point by failing to take up an opportunity to demonstrate his love for his wife but he will actually lose an SA point. That's a 2 point turnaround. And so the character acts like a monk...

Ian.Plumb wrote: However, while the reward mechanism is tied only to the positive (that is, the player that follows the goal is rewarded whether successful or unsuccessful in the specific instance), player-driven stories won't head down the negative path -- characters that do this will develop slowly and will be seen as having a negative impact on the plot.


kenjib wrote: I see two situations that you describe here. The first is a character who fails to attain a goal he is trying to attain.


That's covered by "...the player that follows the goal is rewarded whether successful or unsuccessful in the specific instance)...". The referee is instructed to reward both of these, in equal measure.

kenjib wrote: The second situation is the inability to reward a player's character for not really trying to follow his SA's. It is a failure in effort and I agree that it has dramatic potential. However, I don't see that this is not supported once we except the subcase of conflicting SA's that the house rule above solves. If a character no longer wants to attempt to follow an SA, then why not change it to something else?


Because the player does want the character to follow the goal. It's just that the referee was able to present a situation wherein the character would choose not to follow the life-long goal. The player recognised that and decided to role-play the situation even though it cost them SA points.

Cheers,

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On 3/18/2004 at 10:16am, Ian.Plumb wrote:
RE: My TROS games

Hi,

bcook1971 wrote: I can see how the author of a module could script SA's as supportive. Were the goal in writing to bind the characters to a pre-defined story-line, it makes sense that SA's could be used to this end.


TRoS requires the referee to produce material according to the player's SAs. Extrapolating from that premise, to play a ported scenario/campaign (such as Warhammer's PBtT) requires the characters to have SAs that will be triggered during play of PBtT. To write a scenario for TRoS that has pre-gens, the pre-gens must have SAs that will be triggered during play (to simulate the usual situation of the referee writing material for the character's SAs). As such, I don't think there's much alternative to writing supportive SAs for the pre-gens. I'd even include a list of suggested SAs for the referee to give to the players should they want to take their own characters into the scenario. That would make it easy for lazy players to simply swap in a couple of pre-generated SAs, safe in the knowledge that they will be in tune with the coming scenario.

bcook1971 wrote: As concerns driving behavior, at least for my part, I've always done things with my character just to make things happen. I bet I'm not the only supposed spoiler out there. No experience points, powerful gizmo or gain in ability has ever moved me in the slightest. Not being bored, facing down a challenge, choosing from an array of tactics, mattering to what's developing in the imaginary space: that's what drives me. As far as being effective, that's a non-negotiable starting point, for my needs.


That's interesting. We currently use a system that involves experience points for character development. It has been two and a half years since the referee handed out experience points. I guess you could say nobody at the gaming table is motivated by Exp accumulation. Somewhat similar to your position I imagine.

bcook1971 wrote: My group uses a pre-defined plot and is generally driven by SA awards and the advancement they bring, BTW:) The session before our campaign ended, someone had to explain to me how to spend SA points. And even then I didn't. It just seems silly.


Blasphemer!

bcook1971 wrote: You make an interesting point regarding SA awards being tied to the positive. And that acting out character struggle in play is not suitable for support by SA's. In as much as you are portraying struggle. This gets back to assuming advancement as a driver.


Yes, you are quite correct. Were I presented with this situation I would play the role rather than play the mechanics. OK, burn a couple of SA points, but in the end the role-playing is the motivation not the harvesting of SAs.

bcook1971 wrote: You're making an argument against player-driven stories as losing out on the contrast and enrichment that struggle and suffering hardship provide. I don't know . . . Maybe you could make self-destructive SA's like "Destiny: Drink myself to death," like in Leaving Las Vegas.


You could certainly have SAs like this or potentially contradictory ones as kenjib suggested. For me, though, the pathos comes from defining the goal and *infrequently* acting in a manner contradictory to the goal.

bcook1971 wrote: How does the Seneschal leveraging awards solve this issue? Or are you saying this is a limitation of the mechanic and not something a style of play could address?


It is a limitation of the mechanic.

Cheers,

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On 3/18/2004 at 10:37am, Ingenious wrote:
RE: My TROS games

Allow me to burst in here and make a few comments randomly after not posting in this thread for sometime..

To expand upon the idea of an SA regarding 'love my wife and kids' and then cheating on them...
Perhaps if you look at it from my perspective it would be done by rolling willpower vs a target number based on the attractiveness of the subject at hand.. and the SA would be added dice to the WP roll.

What REALLY can get someone tripping over the issue of fidelity and this SA(whilst still using it).. is if the subject that has made a pass at the PC.. or otherwise just sat there and was attractive.. if this NPC had either version of the beauty of legends. I would see that as a very high TN. Of course, I am basically twisting the flaw of lecherousness into this example.. and how such behavior can detract from the SA..etc etc. So the character in this hypothetical situation can have his cake and eat it too. Remember people.. flaws can be gained through the course of an adventure...whether that's just a simple amputee flaw.. or otherwise.

I will begin reading this thread and posting to it more.. once I get some sleep. It's 4:30 AM.. there's 71 posts in this thread so far.. and mine makes it 72.. and I am too damn tired to read all of the stuff I've missed.

Pardon the non-coherence..
-Ingenious

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On 3/18/2004 at 9:05pm, Ian.Plumb wrote:
RE: My TROS games

Hi,

Ingenious wrote: To expand upon the idea of an SA regarding 'love my wife and kids' and then cheating on them...

Perhaps if you look at it from my perspective it would be done by rolling willpower vs a target number based on the attractiveness of the subject at hand.. and the SA would be added dice to the WP roll.


Sure you could reduce it all to a dice roll. A preferred result for me as referee would be to try to avoid a dice-based resolution. The male character in this situation has built their SA over a number of months or years. Similarly, the "downfall" situation needs to be built over months or years of game time. As referee I would introduce the female NPC harmlessly in a scenario as scene-decoration. As various scenarios are played she would be present at times, sometimes peripherally sometimes more centrally; the relationship with the male NPC would develop from "someone-I-know" through to "someone-I-trust" through to committed friendship (where each has risked something of themselves to demonstrate that friendship) over time. Then I'd introduce the specific scene. Hopefully the player would play their character's part based on their history with the NPC and the specifics of the current situation. Either way the decision falls their Passion SA will be affected via the reward/punishment mechanism.

If the player in the end couldn't decide what to do and so requested a dice roll I'd be a little disappointed as referee but, oh well, so be it.

Cheers,

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On 4/28/2004 at 5:28pm, Emiricol wrote:
RE: My TROS games

Not having played TRoS yet, I can't add much to the dialogue yet (my book arrived yesterday). However, I want to say that D&D doesn't have to be about killing kobolds and phat lewt, so to speak.

For example, in my D&D campaign (3.5 rules) the characters gain XP each session equal to (X*Y)*Z where Y is the average level of PCs in the party rounded down, and Z is the number of hours the session lasted (usually 3). X is 25, 50 or 75 depending on the challenge of the session, whether roll play or role play for the evening (most of the time, 50).

The players have figured out that they gain the same XP whether they kill the bandit or roleplay a meeting with the estranged father of one of the characters, and so are much more willing to take the non-combat approach. They've also figured out that I let them assume a little bit of a director's stance (I'm working on increasing that, but it still makes me uncomfortable as a DM).

So this has been a long post to simply say "D&D doesn't have to be that way." Once I've actually played TRoS I'll have more to say on the rest of this subject matter as well :)

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On 4/28/2004 at 8:04pm, Wolfen wrote:
RE: My TROS games

A good point Emiricol, and one I've seen, even without an alternate XP system.

However, I should point out that posting to threads over a month old, or which have dropped off the main page due to lack of recent posting is generally frowned upon. If you feel the need to make a point in response to an older thread, the accepted thing is to make a new thread and add a link back to the old one.

Thanks,

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