tag:blogger.com,1999:blog-4764158821384594980.post8549522915267726868..comments2024-03-27T03:37:22.778-04:00Comments on Age of Ravens: Breaking Down SystemsLowell Francishttp://www.blogger.com/profile/02359280169506945906noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4764158821384594980.post-85986566020228213052021-02-11T05:14:38.855-05:002021-02-11T05:14:38.855-05:00Buat para pemula untuk mengawali bermain game onli...Buat para pemula untuk mengawali bermain game online agar mudah, main aja di situs Dewapoker777 terpercaya.<br />Dewapoker777 juga menyiapkan berbagai tipe bonus yang sangat besar juga tentunya.<br />Caranya sangat gampang banget lho , cukup 1 ID saja kalian sudah bisa main dengan puas.<br />Mainkan Slot Online, Togel Online, Fishing & Live Casino<br />Situs Dewapoker777 juga menyiapkan jackpot dengan pasaran yang terpercaya.<br /><br />- Pasaran Malaysia<br />- Pasaran Macau<br />- Pasaran Hongkong<br />- Pasaran Sidney<br />- Pasaran Singapore<br />- Pasaran Singapore 45<br />- Pasaran Qatar<br />- Pasaran Malaysia Siang<br />- Pasaran HK Singa<br />- dan Pasaran Geylang<br /><br />Minimal Betting Togel 500 Rupiah.<br /><br />Tersedia Promo :<br />- FREEBET/FREECHIPS SETIAP BULAN KEPADA RATUSAN MEMBER [ DEPOSIT / NON DEPOSIT ]<br />- Bonus New Member 30%<br />- CashBack Kekalahan Live Casino Up To 10%<br />- Bonus TurnOver Slot & Tempat Ikan Up To 0.8%<br />- Promo Menarik Setiap Bulannya<br />- Diskon Togel Terbesar [ 4D : 66% , 3D : 59% , 2D : 29% ] Bebas Invest<br />- Tersedia Grup Lomba Togel<br /><br />Contact :<br />Line : Dewapoker777<br />Link : <b><a href="http://128.199.186.1/register" rel="nofollow">Dewapoker777 . Online</a></b><br />Link IP : <b><a href="http://128.199.186.1/register" rel="nofollow">http://128.199.186.1/</a></b><br /><br />Menang Berapapun Pasti Kami Bayar Langsung !!!Majala beritahttps://www.blogger.com/profile/00317634045161728023noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-58765530720171694332009-10-28T14:59:31.638-04:002009-10-28T14:59:31.638-04:00(This is in reference to both this post and the la...(This is in reference to both this post and the last one.)<br /><br />I think there's a lot of little revolutions in RPG thinking once you stop and consider that Laws put forward that any test should be contributing to drama or the story or satisfaction. <br /><br />There are whole slews of skills that are purchased 'defensively' -- to keep the GM from having an excuse to cut off avenues to the players. What becomes the purpose of the old standby 'Perception' or 'Awareness' or whatever you call it? Shoot--what about any kind of out-of-combat Healing skills? That's simply prevention of enforced downtime. <br /><br />If we look at them as 'negotiation' skills, they have a place...but that makes them even more passive in a lot of ways then the roll-roll-roll mode. Are these things that ought to go the way of the dodo? <br /><br />Everyone has perception--but it's shaped by their abilities and interests as to whether they assign meaning to what they witness or can react fast enough to use the information. <br /><br />Why not make perception checks just a variation on other abilities based on what the GM is 'evaluating' for? The GM wants to test if a character can get a read on a duel opponent--make the test on the dueling skill with small penalty, or some such. Trying to figure out if the group catches a clue?--give the check to the person who has the most pertinent ability that would assign the appropriate meaning to the clue. It's for the dramatic stuff, right? I hope we're not rolling to see that there's a dead body on the floor--something that anyone would see pretty quick. <br /><br />I guess what I'm talking about are abilities that are only dramatic if they fail or exist purely to keep the GM from calling up unfun mechanics like healing downtime. You can try to pump them up and make them 'fun', but I think that's gonna exhaust everyone pretty soon. <br /><br />Maybe I'm Gumshoe-ing things that didn't ought to be Gumshoe-ed, but when was the last time that a excellent perception roll changed the course of the game--or even a session? When was the last time that an out-of-combat healer affected anything beyond getting a formerly-beat-up comrade ready for action the next session..which would have probably happened anyway, albeit with a minor penalty? <br /><br />Can we do without the 'GM-defensive' skills?Auzumelhttps://www.blogger.com/profile/09745556063535219123noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-7460189121536272952009-10-28T12:55:45.585-04:002009-10-28T12:55:45.585-04:00A great of my thinking is, of course, influenced b...A great of my thinking is, of course, influenced by what Laws has been doing. He's been looking at places where there are different kinds of change sin the dramatic narrative- notably breaking Hamlet down by those various beats over several posts on his blog. <br /><br />The thing I'm learning about the get to the fun part, however, is that different players have very different definitions of what constitutes fun. Beyond the obvious, I just want a fight or I just want plots that revolve around whores stuff, there are some interesting other definitions. Some people define fun by a measure of control, either autonomy over their character or actual control at the table. We're lucky in the LV game in that everyone's definition of what constitutes fun is listening to each other's scenes. I honestly believe that's the most crucial element to being a good player-- interest and excitement about what the other players at the table are doing.Lowell Francishttps://www.blogger.com/profile/02359280169506945906noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-67891981070377816142009-10-28T12:43:54.068-04:002009-10-28T12:43:54.068-04:00Gene said, "It made me realize how much unnec...Gene said, "It made me realize how much unnecessary crap is included in most games."<br /><br />That reminded me of an idea going around the RPG blogosphere a while back: RPGS are (paraphrasing here) "4 hours of play for 20 minutes of fun". The idea, as I understand it, is "Get to the fun!"<br /><br />I think our group defies that stereotype. There are enough crunchy bits for players who like them, and enough narrative interaction for the players who enjoy that, too.<br /><br />It's a struggle for me when I run, but I keep that stereotype in mind so I can try to avoid the "anti-fun" whenever possible.Kaijuhttps://www.blogger.com/profile/06184830369889881159noreply@blogger.comtag:blogger.com,1999:blog-4764158821384594980.post-37737737148624172032009-10-28T01:46:00.958-04:002009-10-28T01:46:00.958-04:00I really like the thinking. It seems that the crea...I really like the thinking. It seems that the creation of terms for these concepts would help keep things clear. <br /><br />Using the term "modifier" is clever, especially when applied to objects like weapons.<br /><br />Inherent might be clearer if you used the term from yesterday's post: "inherent general ability". I would shorten it to general ability instead of inherent.<br /><br />Restricted abilities is good.<br /><br />I like your use of "break point" and "break" over the term choice. A die roll doesn't seem like a choice.<br /><br />Years ago, I came up with a way to describe RPGs to my non-gaming friends. Say you want to describe going to a museum to a friend who's never been there. Tell him he's at the museum and ask what he's going to do. After each action, describe the results ("They stop you and ask you to check your shoulder bag."). It made me realize how much unnecessary crap is included in most games, but I never really pursued the concept the way you, Robin Laws, and the FUDGE folks have.<br /><br />Starting reading Heroquest in my spare time. Design goals are reminiscent of FUDGE in the first few pages, but the emphasis on narrative structure is very new. Exciting stuff.Gene Hahttps://www.blogger.com/profile/07389258008505629339noreply@blogger.com