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james day
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james day

Discussion  - 
 
GMs of Blades I ask of you: Do you in the start kind of keep to one "employer"? Or do you jump around a bit with the different friends they have?

How do you encourage them to decide what to do? Got some players that are used to a gm saying here is the adventure so want them to be with the sandbox more but don't want them to be thrown in the deep end so to speak
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Stras Acimovic's profile photo
 
Early on, I tend to roll up some jobs on the jobs chart, and think about how this connects to PCs (usually via contacts). Once entanglements happen, bigger fish will lean on the Blades, and start trouble, and then the Blades find enemies, and tend to come up with agendas (let's take turf from them!) and ideas of their own. At that point I come up with rumors and plots, but I seldom have to introduce new jobs.
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james day

Discussion  - 
 
I've played this game for awhile and one of the things I found a bit surprising playing and running it is the feeling that beliefs are very ancillary to the game.

You could pretty much tske them out and you would still have a great and interesting game because the focus wuite rightly is on the dungeons. And yet beliefs are one of the main machanisms for rewards so it seems wrong that it does feel so not required.

Have others encountered this? Is it just part of the game because the focus is on dungeons and not beliefs? Any tips on people who do have them come up more to getting them to be at least a more important part of the game?
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Neil Goodrich's profile photoJared Sorensen's profile photoTodd J's profile photoLenny Pacelli's profile photo
16 comments
 
I consider Beliefs a crucial part of the game. Can't think of TB without beliefs.
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james day

Discussion  - 
 
Would you be dissapointed as a player to go into a game of dungeon world that had the more traditional way of gm controls the world and you control your character? I.e you didn't get any questions about the wider world just your character?
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Andrea Serafini's profile photojames day's profile photoJeremy Strandberg's profile photoScott Selvidge's profile photo
29 comments
 
We do this in our games because we have a majority of players who aren't comfortable making up pieces of the world. Me and the other GM of our group of friends will make a base concept of the world, then we build more onto it from the characters' backstories. It works well for the people in our games, but I recently have been trying to let the players tell me more to see if I can get them to open up more.
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james day

Miscellaneous Resources  - 
 
Here is a quick starter that I made, its an idea for a starter that I have had for quite awhile and thought hey what the hell if I'm not going to use it might as well just make it available for all.
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Robert Slaughter's profile photojames day's profile photo
2 comments
 
Thanks! I think I'll do another one with a starter that I used last time
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james day

Discussion  - 
 
What do you do about ruling something that actually is an advanced move from a class?

For example I have ruled numerous times that people could use improvised weapons and throw them at people. But I recently found out thats actually an advanced move I think the Thief or ranger has. But to me fictionally it would make sense that people would be able to do that with ease.

There are other advance moves or even basic ones where this happens. The famous can anyone lift gates if they are not the fighter dilemma comes to mind.

Basically sometimes the ficriin says you can do a thing but an advance move of a class makes me now think they can't since it should be reserved for them
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Oscar Iglesias's profile photoAlberto Muti's profile photoPeter J's profile photo
3 comments
Peter J
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Short answer: When everyone looks to you to find out what happens, you make a GM move.

Long answer: This has come up before, in questions of how well characters can do things that are covered by another class’ playbook. Can the paladin pick a lock? Can the ranger smash down a door?

The explanation I like is that having moves like Tricks of the Trade or Bend Bars, Lift Gates allows that character greater control over the outcome. It puts the results more into the hands of the player, and gives them a greater say as to what happens. Without it, it’s more up to the GMs ruling. No move is triggered, you make a GM move.

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james day

Discussion  - 
 
Is it weird that I really love the Soap Operaish stuff that can come out of relationships and beliefs in this game? Kind of gotten at the end of the arc and all the stuff I enjoyed in the game were the arguments and twisting of relationships. A brother fighting his own brother, A mother and a teenage daughter rebelling, and two friends having a duel of wits about what honour means,
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Callum “Kredonystus” Ballantyne's profile photo
 
That is the best bit about Burning Wheel. No other family of games actually mechanises the roleplaying part of RPGs in such a rewarding and compelling way.
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james day

Hacks and Add Ons  - 
 
So for those who did change the city the players in what did you do? Was it just chsnge locations or factions or was it a bit more.

What about the ghosts and stuff which seem to be baked in the rules, did you just go well I have to have them or did you hack them in some way to fit.

Just asking cause I have had the idea of a weird victorian city and playing in that for awhile now and it seems like this would be a good game to do it in
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Colter Hanna (Cerisa)'s profile photo
 
I'm just about ready to start a game in a completely hacked setting, and I'll warn that it's a lot of work. New factions, new maps, new npcs, new heritages, etc. As far as the ghosts and whatnot, I'm keeping all that (mostly) as-written, even though this universe isn't as upfront about that as Doskvol is. If a player decides to explore the moves or mechanics that relate to those rules, we'll discuss at the table what those things look like in our world. You could also try to hack those moves too, or even just remove them.
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james day

Discussion  - 
 
I find a lot of OSR out there a bit to complex because they are all copying from the old school rules which were slightly strange. I also find World Of Dungeons a bit to light weight in rules and there is something about it that I can't grok.

So kind of want to do an OSR hack of Dungeon World that is basically as easy to play and exciting as Dungeon World but pushes the more you can get killed easily and its all about player wits of the old school model.

So playbooks are probably going to be your standard classes in old school stuff including an Elf and Dwarf playbook because I think that would be kind of cute.

I like Torchbearers way of doing the turn based and encumberence but it is a little to complex for dungeon world and a bit to grindy so ttying to find a simplified version of that is a must.

1 gold = 1xp is a must definitely.

What other things do you feel should be transferred and simplified. What stuff would you think would push that atyle if play machanically ir rules wise?
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Javier Gaspoz's profile photoBrian Holland's profile photoMichael Llaneza's profile photoCharles Eichman's profile photo
8 comments
 
Another vote for Freebooters. It's very much a more gritty version of DW. The spell system is something else, man. Arcane accidents are just a load of GM fun.
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james day

Adventures  - 
 
Here is another Starter, this time one I used from my last game which I feel had some brilliant answers. The Wizard when asked what the ship was smuggling said "herself, because she was the last wizard" basically created the whole campaign of hiding her and asking that question "But is she really?"


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james day

Discussion  - 
 
What would you change the end of session questions to if you wanted to play a hexcrawl explore the wilderness type sandhox?
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Brian Holland's profile photoDan Bryant's profile photoRobert Doe's profile photoAndrea Serafini's profile photo
5 comments
 
If you've an hexcrawl - sandbox, maybe you would like to have more proactive players.

So, i would ask them to set an ambitious goal as a group:
(We want X to be king. We want to be filthy rich. We want to delete trolls from the world)

At the end of the question, you may ask:

Did we step a milestone in the accomplishment of our goal?
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West Marches In Mouse Guard?

I feel with its focus on wilderness exploration and dealing with it, Mouse Guard would actually be a better fit mechanically at least. Philosophy wise it might need a bit of hacking so I wanted to see what we would need.

First of all I don't think Hexcrawl is quite right with the how Mouse Guard rules make you roll only if it counts. Pointcrawls sound perfect expespecially this idea: http://hillcantons.blogspot.co.uk/20...crawl.html?m=1

If you look at his map you can already see how pathfinder and scouting could easily fit in.

So the major thing is default goal, in regular Mouse Guard you have a mission and you do it. Sandbox is all about finding your mission.

So in d&d what is the default goal and mission? Well its obvious, find a dungeon an loot it, maybe kill some monsters. Easy way to get exploration in a game.

Mouse Guard will be trickier and I think this is where Im getting stuck a lot, what is the default goal away from the mission structure? Or should it just be the structure of the year where you have to travel the lands to do the missions and on the way get into trouble. Not as simple or guiding a light as the D&D one unfortunately. Also a lot more restrictive.

So yeah that second point needs an answer because everything else would easily fall in place. What are other people's ideas on how to maybe solve this problem?
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Fane Cindeni's profile photojames day's profile photo
8 comments
 
I just thought the mechanics of Mouse Guard and the philosophy of it, of the struggles against the Wilderness and trying to tame it might fit a lot better with the West Marches.

But maybe your right in the philosophy of the rules and its focus is not condusive to the West Marches thing.
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I have finally written up my Star Trek hack for Mouse Guard 1e. Federations Finest:

https://drive.google.com/drive/folders/0B8CL5fqRJRz7TGxFRXdBeVFMd0E?usp=sharinghttps:

The first document is Premise, Recruitment and Designing a Mission

The second document is skills and factors and traits.

Things I'm happy with: I think I've captured a few Star Trek things with the missions and some of the skills and I think I was inspired by making the prime conflict the argument between reality and the rules of the Prime Directive.

Things that I should look at more and work on: Skills - I am still not to sure if there are enough skills, also a lot of the skills are very starship focused when I kind of thought the game was going to be more focused on the Away Missions on planets. But thinking about it, there aren't really that many skills used on away missions. The Construction of things focus of Original Mouse Guard Skills doesn't really work for Star Trek I don't think. If anyone can think of other skills that might be added then that would be great.

Also a bit concerned that Computers basically can help everything. It makes sense in the fiction but I think it might be overpowered Mechanically.

Please have a look and comment what you think, what needs changing/improving and hopefully if you have played it :)
After a bit of inspiration where I thought "Huh the best RPG for Star Trek I feel is actually Mouse Guard" and watching an episode of the Next Generation where it seemed clear they were mostly focusing on going against Beliefs I have finally actually made my first hack for an RPG. Its called Federations Finest it transposes Mouse Guard to the Star Trek Universe, instead of the fight against a wild and natural wold it is more of a fight for th...
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