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Francisco “Funy Skywalker” Blanca
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Programador y rolero
Programador y rolero

673 followers
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El tema del que hablábamos ayer +Hijos Del Rol, aquí nos lo aclara el amigo. :)
#PbtA post, following threads by +Paul Beakley & +Hans Messersmith

Dear people struggling with PbtA theory,

"PbtA" isn't a system, I propose, it's an approach to systems, at the same conceptual level as "class and level games," "skill-based games," and "games with freeform traits and a unified conflict resolution system." I think you might have better luck if you think of different PbtA games as sharing a jumping off point, not as sharing systems or best practices or anything like that.

Take moves (the going topic). When you compare different PbtA games' approaches to moves, what you should expect to see is an ever-broadening diversity, not a developing common core. When you discover that two games approach their moves in similar ways, but a third approaches them differently, you haven't discovered a PbtA standard and a game that diverges from it, you've only discovered commonalities and differences between those three individual games. You've learned about those games in particular, in other words, not about PbtA games in general.

In important technical ways, there's really no such thing as "PbtA games in general." My guess is that approaching PbtA theory as though there were will always be frustrating.

Or maybe it's just not my thing. Still, if there's anything I can do to help, please ask! I think it's honestly wicked cool that you're trying to figure this stuff out.

Thanks as always, your pal,
Vincent

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Fate mezclado con PbtA, umm...
Shadowcraft has a (gorgeous) hardcover, premium color edition!

The best way I can describe Shadowcraft's mechanics is Fate crossed with Apocalypse World's conversation mechanic.

The setting is a unique take on Arcadia, the world of the faeries. The humans they've kidnapped over the centuries have risen up against the fae and now use their magics against each other in a civil war over the magic and soul of Arcadia.

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RETÓRICA VICTIMISTA

La retórica victimista es una TÉCNICA DEMAGÓGICA que consiste en descalificar al adversario mostrándolo como atacante en lugar de refutar sus afirmaciones. Para ello el sujeto adopta el rol de víctima dentro del contexto de la discusión, de tal forma que el otro interlocutor queda posicionado implícitamente frente a terceros como un impositor autoritario y su argumentación como mera imposición o ataque. En ocasiones se realiza junto con la retórica del punto medio y se relaciona estrechamente con la conducta megalomaníaca.

De esta forma sus argumentos son difícilmente refutables, pues cualquier contraargumentación queda transformada en prueba de la omnipotencia o sutileza de los ofensores. Por el contrario, cualquier ataque que realice queda envuelto en un manto de candidez ya que supuestamente se está defendiendo justificadamente.
[...]
Retóricas victimistas relacionadas en respuesta a las aclaraciones anteriores:

- "Esta persona SIEMPRE ME ESTÁ ATACANDO, AHORA AFIRMA QUE MIENTO. TRATA DE IMPONER SU PUNTO DE VISTA, ES INJUSTO".

- "Haga el favor de disculparse, MI OPINIÓN MERECE SER RESPETADA. No puede IMPONER LA SUYA sobre la de los demás. Usted claramente tiene ANIMOSIDAD EN CONTRA MÍA".

http://vivirobservando.blogspot.com.es/2014/05/que-es-retorica-victimista-retirada.html

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¿Apreciar las viejas glorias del pasado? Estupendo. Pero no encerrarse en si mismo y tener ganas de explorar nuevos enfoques, también es estupendo, imprescindible si tu afición es esta.
Viejos roleros o jugadores old school
Esta entrada surge de una serie de respuestas a un artículo
anterior en el que compartía mi experiencia personal con las partidas de
mazmorreo. A estas respuestas se unen un par de conversaciones con viejos
roleros que tuve la misma semana de publicar la en...

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Me lo acabo de encontrar revolviendo viejas carpetas. ¿Alguien en la sala lo reconoce?
Photo

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Las reglas del próximo de FFG de Star Wars no terminan de gustar, pero la banda sonora está bien...

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Star Wars World (muy currado)

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So, having played "The Sprawl" a whole boatload, here is my super brief review.

Thorns:
Learning curve. If you are coming from another PBTA game, this is definitely harder to improv than something like dungeon world.
In box rules don't encourage long campaigns.
Mission structure can be restrictive and repetitive.
Clock mechanics don't quite line up with danger level onscreen.
Cred system is too simplistic for its own good.
It takes too long to get new cyberwear, and it will probably suck when you get it.

Roses: All the moves. They are amazingly well written and give the players quite a bit of fictional say, even in the crappiest situations. They absolutely support the mission-based action. The MC pages are great too.

Overall:

Biggest general issue,with the game; Sometimes if you plan too much, the session can be meh. If you plan too little, it can also be meh. The sweet spot can be a little to hard to hit. Like I said.... learning curve.

That being said, I love this game. When you do it right... WOW! it does exactly what it is supposed to, and more. I think the moves are amazingly good, and gives you exactly what you need to do a high action high stakes mission.

Play it at least once with an experienced mc, see the magic, and if you want to run a campaign, message me, I have some do's and dont's for you.
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