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Cake day: July 3rd, 2023

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  • I didn’t immediately get a sense of how the dice choices would impact play and options. Seems like if I take forceful and strong, I can never ever succeed at at least one categories of options? That seems limiting.

    I’m not mathy enough to instantly see how the dice are going to limit me.

    Unclear how health and recovery work. Seems like the double d6 would have low stress, high wounds?

    Have you played Fate? This seems like a distant relative of Fate Accelerated.

    No meta game points or succeed at a cost?


  • Fate is maybe the biggest game that uses this. You can spend a Fate Point to declare a story detail.

    It’s a big change in mind set from the default of DND, where you’re super zoomed in on your character. Instead you’re more like a writer on a project.

    For example, a group of players were trying to escape from an office building. They’d set off alarms and were fleeing upwards. One of the players said, “I bet the executives here have a helicopter on the roof, with a chopper always ready to go.”. Spend a fate point and it’s true. They stole the helicopter and escaped into new problems.

    I like being able to steer the game. I don’t like just being along for the GM’s ride. I like when my players provide ideas.

    But some players hate it. I guess some players really want to focus on becoming one with their character. I’m more focused on trying to tell a cool story.

    https://fate-srd.com/fate-core/fate-points#declaring-a-story-detail

    I find vanilla DND really weird after spending time in other games. Like I’m missing limbs and senses.


  • I’m not sure I follow what you mean by originality and complexity as opposed concepts.

    It’s important for players to be able to engage with the content. If you add too much new stuff up front, they’re not likely to retain it. If they can’t retain it, they can’t engage with it. You can drop them in store brand middle earth and they’ll be able to engage. If you drop them in a wholly original setting with winged squid people, eternally young goat poets, and living clothing, that’s a lot to try to integrate all at once.

    One of the most disappointing games I ran was Vampire, where the players just didn’t do any reading about the game’s fiction or factions. They didn’t understand what the major NPC players wanted, so they were always lost and confused. After we abandoned that game, I started a new one that was basically Diablo. They did a lot better in that one, in large part because there was no up front details. Yeah yeah fallen kingdom, demon problem, we get it.

    I think the real factor is “how much new stuff do they need to learn to engage?”


  • Should be careful not to just shut down player ideas. If everything they do slams into an annoying problem, it can quickly stop being fun.

    I sometimes try to sync with the players and be like “hm do you think the 300 year old vampire has had to engage with the city before? What sort of plans and influence do you think he has?”. Then it doesn’t feel like I’m just screwing them, if they’re thinking about it too.




  • There are of course some weak points, and I’ll gladly expand upon them and any other points it if you’re interested. But I’ve really enjoyed my time in PF2e on both sides of the screen and consider it my TTRPG of choice currently, even as a 3.5 Grognard.

    It’s still mostly a spells-per-day game, right? You probably don’t lose the first fight of the day because you can go nova

    It’s been really interesting playing Vampire with a person who’s only ever played DND. We keep telling him “you can use your cool powers”. He keeps thinking it’s like a special move to save for a big encounter. No, you don’t have to come up with an elaborate scheme to get past the bouncer. You can just Dominate him. It’s a big shift in mind set!

    Personally I hate the “save your cool powers for later” mode of play. I think Pathfinder 2e is less of that, but not free of it?


  • Increasing Armor Class: Why make attack rolls at all if the game is designed for you to hit at least seven of the ten times you roll the dice? The joy of a success is only satisfying if there’s a realistic chance of missing.

    I would have gone the other way and just removed the two-hit check altogether. Missing isn’t fun. Missing makes no progress. Get rid of it.

    I don’t think this would seriously solve the problems I have with DND. The adventuring day model is a huge source of problems. The inability to reason about much of the world (I see a knight on the road. How many hit points does he have? 10? 20? 200? This information would inform tactics but is not provided). Many other problems I don’t feel like enumerating.


  • How do you feel about tracking equipment and encumbrance?

    Are these two different things to anyone else? “My hoodlum has a knife, some lockpicks, and a lucky charm” is different than “I’m carrying 12 of 50 pounds for light encumbrance”

    Which should be prioritized more in a campaign: realism or drama?

    Also really depends on genre, heh.

    What has the more authority: GM rulings or game rules?

    I put rulings but that’s because “I’d love to have fun but the book says no” is kind of stupid. But I do not really like when the GM unilaterally, capriciously, changes things. I like having a workable mental model of how the game works. One that doesn’t include the GM’s mood.





  • Mage the awakening 2e. I had a game of it for about 20 sessions, but it fell apart. One player never really learned the rules and was easily frustrated, which is a bad combination. She also straight up said she wasn’t going to read a 5 sentence paragraph clue. I definitely had some fumbles, but chief among them I think was overestimating how much they were willing to think about clues and text. They wouldn’t even taken notes between sessions, and then would forget.

    I also want to do Fate, but it’s been hard to find a group. I got my old DND group to try it, but I didn’t really like playing with them. I have a new group, but someone just dropped so now we’re down to 2 players again. It’s a nice game though.