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12:18 AM
> For every successful action you complete by yourself, the skill used is reduced by 1. Every time you successfully complete an action in cooperation with at least one other player character, you can each remove all penalties from one of your skills.
Thoughts?
I'm feeling a bit better about this direction; it encompasses a lot of what I wanted to do, because it allows for both obsession-based stories and cooperative stories without changing anything.
Maybe "one skill is reduced" instead of "the skill used is reduced."
 
@BESW Anything in particular happens when the skill hits 0?
What are skills like and how many do you get?
 
I'm thinking about something closer to Fate Accelerated's "approaches" than a full skill list.
Not sure about hitting 0 yet; it'd depend on the rest of the system, I suppose.
Maybe "you can't use that skill at all anymore."
 
@BESW Sounds good.
 
So you can stay good at one thing as your other skills plummet, until it's the only skill left and you have to reduce it.
Or you can cooperate regularly and your skills go up and down minimally but never get to be a problem.
That way the group can decide through action what kind of story they're telling.
 
What do you risk when you undertake an action?
 
12:31 AM
Not sure yet.
 
I think that's the big thing, really.
Does every failure introduce its own narrative complication? (Such that you can't really test for anything without a possibility of failure.) Is there a resource or a condition or whatever that is affected?
 
I think some kind of complication would be a very good idea.
 
What does failure in the original fiction look like?
 
Failure introduces complication that makes it harder to accomplish the goal.
Often the complication requires the aid of others to remove.
 
1:00 AM
"4e, like all RPGs is exactly as good as its GM." Wow, I can't quite disagree with that more.
 
@okeefe Where's that?
 
18
A: Last-minute system-related second thoughts before starting a game

Brian Ballsun-Stanton4e, like all RPGs is exactly as good as its GM. With that said, it depends on what your requirements are. I've experienced a campaign that went from 1-30 in 4e. It had significant RPing in it. With that said, 4e offers few rules (but a few excellent books on suggestions) of how to guide RP. If y...

Thought it'd be more sensical to be unhappy about it here than to clutter up the answer, though.
 
I'd say the GM/system interaction is more like force multipliers.
@okeefe I think that in the context of the question, Brian's statement has more to do with the guy being worried he'd chosen the "wrong" system.
And Brian's saying that GMs can compensate for areas where systems are weak.
The way he says it is a bit absolutist.
 
1:23 AM
@okeefe I like that answer overall, but I agree with you on that point.
@BESW "Compensate for areas where systems are weak" isn't one of the fun parts of the job description. ;)
 
@AlexP Spoken like someone who doesn't like to make random encounter tables.
 
@BESW Shrug, that doesn't really feel like "compensating" per se. Any more than making a map of the village is "compensating."
Don't get me wrong, I dooooo kinda hate encounter tables.
 
My hope is that the players and gm have all agreed upon a system that will generate the kind of game/story they're interested in. I want all three of players/gm/system engaged; a good system can engage all three. If the GM is throwing out or changing the system, then there's a mismatch.
 
1:40 AM
@okeefe I do find it weird how often conversations in the hobby just neglect, like, the (non-GM) players.
 
Agreed.
 
Oh, hey, this is totally my "middle school" rant! I hate on middle school because I feel like at its root was the decision to minimize the players. Dragonlance modules. The play advice in Old Vampire. It slants towards making the players an audience. :/
 
That does jive with my experience in Mage, and what I heard of the ST's style in his other games.
He told awesome stories that his players were happy to be part of... but they were his stories.
Character agency was almost unknown; players were basically puppets that told the story the ST wanted to tell.
 
hi y'all
 
1:55 AM
Hi!
 
Hey, what's new?
 
@BESW Not too much. Just needed to distract myself for a few minutes
 
@C.Ross I like to watch the Alien opening title sequence, myself.
 
@BESW Hmmm, that just made we want to watch the Stargate intro ...
 
Which one?
 
2:00 AM
@C.Ross mmmm chevrons
 
@BESW As Alex P points out, Chevrons ... one sec
 
I preferred the one they pulled from the film, but I can see where it'd be generally less popular.
 
I just like chevrons locking
also a bit of the fwoosh, maybe
 
@BESW link?
This is generally amusing ...
 
:10372101
 
2:09 AM
Shared by Fred Hicks (G+)
@BESW that one is also, quite good
sigh Seasons 8-10 :-(
 
9 and 10 don't exist.
 
@BESW They're not on my shelf, so I can affirm that
 
@C.Ross ah ok
 
@trogdor spoilers!
 
lol
well sorry, but that wasn't hard to figure out
 
2:14 AM
@trogdor but the whole enjoyment of the piece is figuring it out
 
mm
tadaaaa!
 
hooray!
 
that was entertaining making guesses at it though
but as soon as she (spoilers) I kinda figured it out
 
@trogdor hahahaha
 
lol
 
2:17 AM
Also, not a reboot. More of a "gee, wouldn't it be nice if someone could do this right?"
 
well
wtv
they changed appearance, that's the word I found in my brain
 
Personally, I suspect any attempt to go into that character from a romantic starting point is going to run into major issues.
 
on another note: I often have a problem when running a game of power escalation. My players always seem to want to up the power level. My current thoughts on my "low-power heroes" game is that the first thing people will want to do is create Iron Man/Thor/Martian Manhunter power level characters ...
 
mm
well it is fun to be powerful
 
@C.Ross Can you provide them with pop culture examples that are closer to your vision?
 
2:19 AM
Batman?
 
@BESW Batman, Kick Ass, Black Widow, Hawk Eye, Green Arrow?
 
or would he also count as too high?
 
Ah.
 
@trogdor depends on your concept of Batman ...
 
yeah
 
2:20 AM
I was thinking you were aiming for something more like Zorro.
 
but my idea is that he has no powers
 
Squirrel Girl
 
he just makes himself badass
 
@ObliviousSage You just snapped the dial off.
 
or whats-his-face, the kid from Marvel who makes bouncy balls, started the Civil War, and became all grim and changed his name to Penance
 
2:21 AM
@BESW in tone, but not necessarily power level ...
hmmm, Zorro and Lone Ranger would be good, if archaic examples ...
 
@C.Ross Well, I think the key to successfully conveying your goal to the players is going to lie in finding a known example they like.
James Bond also comes to mind.
 
@BESW John McClean from Die Hard 1 ...
 
@C.Ross I was just about to say "80s/90s action movies"
 
Ho ho ho.
 
@BESW eh?
@trogdor it's fun to be powerful, but it renders some plots/themes silly, absurd, or impossible
 
2:25 AM
yeah
I get that
was just mentioning
 
you can't blame PC's for wanting to play someone powerful
 
@BESW :-D
@trogdor I can blame them for wanting it all the time for free ...
 
I think setting the expectations to "not superheroes" will help.
Don't call it "low-powered supers"
 
@C.Ross yes you can
 
2:26 AM
"Mortals vs Maniacs?"
 
@AlexP I agree in retrospect, but I think I made that mistake
sigh My mental tagline for the one shot is: "A game exploring heroism and vigilantism in modern urban America. Also, kick ass."
 
Be transparent, say "Okay, I used the wrong word. Can we start over and I'll try again?"
@C.Ross And why is this tagline staying mental?
 
@BESW I'm afraid it will come off as too cerebral ... but then again perhaps I should be trying to attract the more cerebral part of the player base
 
Argh! My DVR taped a three-minute long "episode recap." Apparently it has the same title as a real episode? :/
 
huh
well when I record stuff, sometimes it turns into a basketball game or something
 
2:30 AM
@trogdor And baseball season totally destroys all the shows that run after baseball.
 
this is one of the reasons I am lukewarm about sports
 
@trogdor I watch the superbowl about 70% of the time. That's it.
And, no, I don't actually like superbowl ads. It's usually a good game, though.
 
well, thanks for the distraction guys, I need to get some sleep
 
I watch almost any sport, exluding for example golf and others
but I don't watch them often
 
@C.Ross ttfn
 
2:34 AM
@C.Ross have a good sleep
 
See ya.
 
3:07 AM
Okay, so here's a first shot at the basic mechanics for FiM (not complete).
Each pony has four aspects (Fate-like): Race, Personality, Cutie Mark, and Pony Problem.
When rolling for an action, you roll 1d6 + 1 for each aspect that should help you with the action.
 
seems like 3 out of 4 of those can be any of a wide range of things
unless you mean to restrict them in some way
 
If something is clearly in the realm of your Pony Problem (group consensus) and you are not cooperating with another Pony on the action, you automatically fail and get a token good for +1 on any future roll.
 
so instead of FP you get these tokens
which for the moment to work in a relatively similar way
 
And if something is clearly in the realm of your Cutie Mark (group consensus) and you are not cooperating with another Pony on the action, you may spend a token to automatically succeed.
Cooperation: One pony makes the roll and all ponies involved add their modifiers to it. A pony can revoke her modifiers to grant a re-roll.
Whenever a pony fails a roll, she must choose one aspect that is no longer able to grant bonuses, unless she spends a token instead.
Whenever a group of ponies successfully cooperates on an action, they each get to choose one of their aspects to restore.
Failed cooperation attempts result in every involved pony losing the use of an aspect.
Maybe 2d6 is better for the base roll.
 
rather than 4d6?
 
3:19 AM
I was going with 1d6, actually.
 
How does it look in the long arc?
 
(These aren't fudge dice.)
@AlexP What?
 
Like, in D&D, you level and increase in power. And that's not something that really happens much during a session but it's driving play monumentally because it's like your goal in the campaign.
 
I don't see leveling up as part of this system.
 
Well, sure.
 
3:22 AM
Instead, Pony Problems and Personality might be adjusted at the end of each storyline.
 
But what's the long-term goal that's driving your short-term play?
 
story most likely
 
Conflict resolution.
Each story should start with a conflict or potential for conflict, which escalates... ahah.
Spending tokens creates complications.
Something like that, anyway.
Basically, each story is a self-contained conflict-escalation-resolution narrative which is its own goal.
 
My inclination is that anything that's not purely short-form should have some kind of hook that makes me really care about how my character changes as part of this session.
Traditionally that's advancement of some sort, but it doesn't have to be.
E.g. in In a Wicked Age, it's actually whose characters gets to come back in the next short story.
But I find games much grabbier when system-level long-term objectives are driving me forward.
 
I'm not sure how interested I am in long-term play for this.
 
3:27 AM
So, more self-contained, then!
 
Hmm. I'm changing this to a dice pool mechanic.
 
I <3 dice pool.
In particular because if your game stresses cooperation, the act of giving people help bonuses is much better when it actually involves handing someone a die.
 
Instead of every aspect relating to the action adding +1 to the d6 roll, you start with 1d6 and add 1d6 for every aspect.
 
Nd6 take highest?
 
No, let's make it a "successes" pool.
Successes are... 5 or 6, and you need X successes to achieve a task.
 
3:29 AM
@BESW Those are my favorite.
 
Cutie Mark activities make success ranges wider, Pony Problem activities make them smaller.
So if you do something related to your Pony Problem, you get +1d6 for it relating to your aspect... but you need 6s to succeed at it.
Tokens are spent for turning failed dice into automatic successes.
 
So, why don't I just want to help every roll I can?
That the other players make, I mean.
 
Because failure means you have to choose an aspect and lose the ability to have it add +1d6 to rolls.
 
As the helper, too?
 
yeah
 
3:34 AM
Everyone involved in the roll.
 
ahhhh
okay, that works!
Silly question: is there a GM?
 
Dunno yet.
 
You might find this useful for big-picture design.
You definitely kicked this off with a very clear statement about ponies. ;)
 
Interesting.
...I don't like having Race as an aspect.
 
well it does define some things you can do that other Races can't
 
3:47 AM
I'll lump it into Personality.
Basically it'd mean that Twilight would be a Loner Bookworm Unicorn instead of a Unicorn who is also a Loner Bookworm.
 
4:03 AM
I added some more solid rules to my FiM game notes page.
Right now it's just aspect guidelines and the basic roll mechanic.
So, at the start of Party of One Pinkie Pie would be a Bouncy Friendly Earth Pony who is great at Throwing Parties and has a Terrible Fear of Rejection.
But in A Friend in Deed she'd be a Bouncy Friendly Earth Pony who is great at Making Friends, but she Can't Take a Hint.
 
"go away" "not until you are my friend"
"ok i'm your friend, please leave me alone" "nope not how it works new friend"
that would have been pretty much a solo session though
but otherwise a good example I think
 
Hm. So does her personality change, or are the episodes simply focusing on different aspects of it? And should the character have all those traits and pick some at the start of each session, then, that they want to explore further? Is that a Thing FATE does?..
 
@Magician In some cases, the personality is changing. In others, it'd just be a matter of what's interesting/important for that story.
And no, Fate doesn't do this.
Fate allows aspects to change, but it's a different kind of thing.
I'd say that having a "bank" of aspects might be overkill, though an individual could certainly do it.
One interesting variant might be to leave some of the aspects blank at the start of play, and have the group suggest them during play.
@trogdor Let's see. Dragonshy is a good group episode.
 
4:18 AM
yep
I have to admit though, I also enjoy the episodes that only have one main character for most of them
 
In that one, Fluttershy could have been a Timid And Shy Pegasus who was Good With Animals, but had a Crippling Fear of Flight.
 
she always prefers not to fly though
as you said
it's probably more like focusing on specific parts of a personality
rather than saying it is completely different now
 
Yeah.
In light of that, I'm going to throw in this:
> if a pony succeeds on a roll related to her Pony Problem (alone or as part of a cooperative action), she can spend a token to overcome that problem and replace it with another.
 
4:53 AM
@BESW Writing a new problem right there seems kinda daunting.
Which is not to say "Don't do it!" but "Guidance and group support for this process, plz!"
 
Yeah.
The way I see it, if it's something a person wants to do, it'll probably be obvious as part of the story.
 
Good point.
It is an optional.
And you can rewrite problems regardless between sessions, right?
 
Right.
 
sounds good, then
 
Now I'm integrating the token mechanic.
> Failed roll: everypony working for the roll chooses an aspect to forsake and gains one token, or spends a token to avoid forsaking an aspect. A forsaken aspect cannot add +1d6 to rolls until the pony successfully contributes to a cooperative roll.
Tokens can be spent to turn failed dice into successes, but not when cooperating.
Basically I want tokens to only be spendable to help yourself, not other ponies; this helps encourage non-cooperative play without neutering cooperation.
 
4:59 AM
Natural question: what happens if you forsake all of your aspects?
I feel like you are in trouble then.
Like, narratively speaking, you are LOST.
And someone else needs to come help you out of it.
 
You can then only accomplish 1-success level actions.
Until someone helps you. Yes.
I'm not sure yet what failure means when you've run out of actions to forsake.
You're probably screwed enough that it doesn't matter.
Take the token for failure and keep going.
..ooh.
> Tokens cannot be spent to turn failures into successes on cooperative rolls unless the pony spending them has no unforsaken aspects.
Because a totally forsaken pony is going to probably rack up a lot of tokens.
Now inviting a forsaken pony into your roll brings their pile of tokens along, making their recovery all the more triumphant.
(And provides mechanical reason to want to help them.)
 
@BESW I would rewrite that to make the exception stand out more. Make it its own statement.
This is the core cycle of your resources. It should be really obvious how it all is supposed to work.
Also, good night.
 
> Only ponies whose aspects are all forsaken can spend tokens to turn failed dice into successes during teamwork rolls.
 
I must sleep.
 
@AlexP G'night!
 
5:14 AM
"it's so strange, everyone is sleeping when I am awake"
:P
 
5:59 AM
I'm off to do shopping and check for Fate.
ttfn
 
 
5 hours later…
11:05 AM
Still no Fate.
 
11:21 AM
:o(
 
 
2 hours later…
1:27 PM
I'm running Roll for Shoes in the Fate Chat if anyone wants to spectate.
(Turn off your fudge dice script to see our actual rolls.)
 
1:50 PM
Oh, btw. Still the right day for it.
 
 
4 hours later…
5:31 PM
trying to decide if I feel the hidden tag is redundant
 
stealth is probably more apropriate
 
yes, we have a stealth tag which is more widely used
most questions with hidden also have stealth tag
and if a question already had dnd4e and stealth tags then hidden is a bit redundant
just seeing if anyone else thought the same, I'll post in meta
 
vote here to make them synonomous: rpg.stackexchange.com/tags/stealth/synonyms
 
dont have the score yet
guess its 3k or highter
 
2500 I think
 
5:36 PM
actually exact message is score on this tag
 
yeah gotta have +5 in the tag to vote
 
mmmmh I've noticed the actual-play synonim
it's the same of the campaign-journal one
that worries me
 
how do I get score in a tag?
 
wow, I'm actually teh top user in the tag
@JoshuaAslanSmith answer questions tagged with it :)
 
gotcha
welp Ive done that some and posted one with it but I guess I havent done it enough
 
5:39 PM
@Zachiel why?
 
3
Q: Does the [system-agnostic] tag conflict with system specific tags?

Jeff GohlkeIn this question, the asker tagged his question with system-agnostic. He also tagged it with dnd-3.5e and dungeons-and-dragons. Is this contradictory or in some way contrary to the spirit of the tags in general? If so, it seems like we should enforce some kind of rule that a question with syst...

 
@JoshuaAslanSmith you'll have enough to vote in a few minutes, then the system just has to catch up
 
woops wrong tag
*wrong tag question
 
@AlexP an actual play is the summary of what the players did. A campaign journal is the summary of what the characters did.
 
0
Q: Is the Hidden tag too specific and redundant?

Joshua Aslan SmithI started looking at the Hidden tag when I answered this question: Can I hide using Cunning Sneak with Wilderness Skirmisher? To me it seems that stealth (a much more widely used tag) would make more sense than having a hidden tag which is overly specific. Tagging a question with both 4e and ste...

I tossed it up if only to draw attention to it beyond myself
 
5:41 PM
@Zachiel Excellent point.
 
@waxeagle thanks for the response
 
@Zachiel They are both session summaries, though, aren't they?
 
Yes, they are... but one is about fiction, the other is about gameplay. I'm not sure they need to be separated, but they are certainly two different, separated things
 
@Zachiel Well, how does it look from the perspective of posting questions about them to this site?
Looks like right now there are just "where do I find AP?" questions
 
6:05 PM
2
Q: Is the Hidden tag too specific and redundant?

Joshua Aslan SmithI started looking at the Hidden tag when I answered this question: Can I hide using Cunning Sneak with Wilderness Skirmisher? To me it seems that stealth (a much more widely used tag) would make more sense than having a hidden tag which is overly specific. Tagging a question with both 4e and ste...

 
@TheOracle slowpoke
 
6:20 PM
@waxeagle this deserves a slow hand clap "I wish you well trying to play 4e without DDI, I wouldn't even try. "
 
@JoshuaAslanSmith tried to put that as nicely as possible. It's a game that demands access to it's online resources.
 
especially if he doesnt have essentials books, huge feat loss there
I mean I balked at first, but char builder is super helpful for managing characters and creating them and the compendium is great for just about any rules or optimization question
 
in time and effort saved it's worth the cost, add to that full access to all the rules content and you then only have to buy the books you actually want...
 
the value is right for the price espeically when you consider having to buy all the books printed and you still wouldnt get access to dragon article feats and whatnot that way
 
ultimately it's the price of entry for paying 4e. If you don't want to pay it playing a different game is probably the best option.
 
6:28 PM
Concur
 
6:41 PM
@AlexP Usually, fiction summaries are on SE because of "how do I encourage writing chronicles?" questions, while APs are named in "where can I find APs for this game"? You generally use APs to get an idea of what the game is about - chronicles are seldom used for that because they don't tell how those stories have emerged and they mask "story after" situations - that thing you have when you roll-play and then you tell to your friends "we battled a dragon and the fiction was epic"
 
@Zachiel Ah, okay, so your concern is that questions about campaign journals focus on creating the campaign journals, whereas AP questions focus on learning things from AP.
 
@waxeagle If you own some manuals and want to use those, it's a "on top of it" price, I don't like to pay for things I already have
 
@Zachiel perhaps, the game is technically playable without online tools, you just don't get the full experience. But then that full experience requires at least a few hundred dollars in books...
 
@waxeagle I guess DDI is better if you don't plan to play 4e for too long
@AlexP I believe there can be questions about how to write an AP (system-agnostic, presumably) but while both being summaries they are really two different things in scopes and question/answer areas of interest. I'd like to know if I'm the only one who thinks so.
 
@Zachiel yes. Now that you can't just download all of the content in a month it does become a balance game at some point. I'm in year 3 of paying for it and in another year or two I could have bought all the books for the money I've spent.
 
6:47 PM
@waxeagle you still get a way more user-friendly tool, but then the worthyness of the cost becomes a subjective matter.
 
@Zachiel right. It's worth it to me for a variety of reason, ease of access and time savings are huge IMO
 
I'm battled. I saw DDI doing its magic in the free first three levels incarnation and it's a great way to see which feats are compatible with your class + ability scores. It's really bad at telling you how you could have set your ability scores to build for some useful feat that's now filtered out.
...It's like playing 3.5e and never discovering a fighter can get improved trip because you never mattered giving 13+ Int to your non-caster, non-skill-monkey guy.
 
7:04 PM
Ah skill monkey rogue, how I miss you.
 
The character you see portrayed in my avatar is a skill monkey in D&D 3.5e. She's really far from being useful, but she does things no-one else can do without spells and she's very proud of that... ç_ç
 
@Zachiel very true. I borked my fighter build that I'm playing right now and either have to invest in an odd way to get where I want to go or retrain into hammers...(and I'm honestly not sure which way I'm going to go)
 
4e is still very D&D. In fact, you need to plan your character way ahead.
 
@Zachiel true
 
yeah, I'm still playing my first character and he was very unplanned....
he's still pretty good thanks to retraining and a slight class feature adjustment, but he's not the fighter I would build with my current knowledge
 
7:10 PM
If you don't learn how to recognize the valuable informations you're doomed to fail somewhere
it's the part of D&D I hate the most. System Mastery is required and the amount of information to memorize is huge.
 
this is actually something essentials fixed to some degree. You don't have to plan your character out for levels and levels, basically stats and feats are the only things you have to worry about. And at low levels feat choices are pretty simple and stats are pretty simple.
 
@Zachiel if you aim for "optimal play" yes, but as often stated, many of us have gotten great fun out of it without system mastery
 
However, now I feel sort of naked if I don't have to plan for a game. It's like... no need to plan? No choice I will make is going to be better or worse than the others? This kind of paranoia has almost ruined RPGs to me. I'd play Fate looking for the aspects I could more easily bring into play and building my character on that knowledge.
I'm obsessed by performance
It's not a good thing to have
I get performance anxiety when choosing where to move in a battle - Oh how I'd like there was an easy to spot best move, some sort of manual telling me "if you are in this situation, do that" or some probability calculator to sort out the most optimal solution for defeating the enemies... I guess if I had a character I'd take ages choosing what to do. Or I'll ask around the table. T_T
@C.Ross I think I'm a little bit worse than that.
 
@Zachiel ouch ...
 
@waxeagle and are they as strong as non-essential classes made following optimization threads?
 
7:19 PM
I mean if you want to play that, that's fine ... but no thanks ...
I enjoyed it a bit in college when I had time to do the planning, but now I have more important things going on
 
@C.Ross Luckily I'm the DM and I know my NPCs are there to die. When I'm not, I like being railroaded.
 
@Zachiel now that's one of my hangups, I fight being railroaded like a wounded wolverine
 
@Zachiel there are a couple that rate on DPR king threads... It's a striker heavy bunch of classes and most of them keep pace with expected damage. The Defenders are fantastic. The leaders are fairly typical 4e leaders. The only place it really suffers is in controller and that's because controllers are hard to build well and in my opinion the least defined role in 4e
 
I love the breakout moment :-)
 
@C.Ross I do too. It's morally wrong! But if they don't do, I don't know what to do.
 
7:22 PM
@Zachiel really? I always have goals. Little ones or big ones that are totally aside from the campaign goals.
 
@C.Ross I'm pretty good at those
 
It was enlightening to me in a campaign our cavalier charged and annihilated a future villain in two hits. I thought cool, one threat down. The GM was astounded and didn't believe it. Some of the other players were angry he "ruined the story".
 
I'm used to roleplay on "lands". It's a name that stems from "lands of Shannara", a persistent world based on the Shannara world, I think. However, the gist of it is that the players can and should have objectives and it's funnier for everyone if their objectives keep the world from going stale.
I'm really bad at this. My characters usually want to make the world a peaceful, tranquil place
 
@Zachiel there are lots of ways to make that interesting ...
 
Or to find some employeer and show him their worthiness and fidelty
My last character ended up asking her emplyeer to tell her what to do because every time she acted on her own initiative she made a diplomatic mess.
the employeer's player had no interest in playing my character for me
also because I could as well think he was the culprit of everything bad happening to my character.
 
7:36 PM
@Zachiel I find the thing that helps me get out of "I have to do everything right!" is having a system without, like, levels. When I have a system that tells me "a 10th-level character has four powers" or whatever, then I am really sensitive to whether I used all my power choices well as I leveled. When I can always just sit there and pick up another power, though, I care less.
 
@AlexP Are systems like Dungeon World where basically a new level means a new power included in such games?
I've been playing a Solar System game once, is any of you familiar with it?
 
@Zachiel The real sticking point for me is that choices can feel permanent -- like "I have to complete my degree in four years, so every class I pick that doesn't work out is a massive missed opportunity" -- or fleeting -- like "What shall I have for lunch today?" And the kind of game where being level X means you have N of these and M of these and K of these tends to feel more like the former.
@Zachiel I've played The Shadow of Yesterday. Which is its predecessor assuming you mean that Solar System.
 
Yes, that Solar System. My main concern there was not having carefully choosen my keys because another player was getting way more opportunities to gain XP. Same thing in DW, I'm worried my character has less opportunities to roll dice, so he either fails less (which means getting less XP) or shows off less.
 
@Zachiel TSOY/Solar making you pay to change keys is kinda tricky. It works when it works but it's not the best solution for "you made a bad choice."
 
The Solar System thing hit me pretty hard. We were at a convention and we were asked to come up with a character in a few minutes. Choose cool things, don't worry about efficiency. Me and another player both went with the same concept. We got the same keys and really similar point distribution, because clichées.
at that point I said, I know him, he'll surely play a woman. Let's play a male.
and so he did
one of our keys was about... let me find the sheet
 
7:48 PM
@Zachiel In my experience TSOY was also a bit prone to "spotlight" issues in general.
 
Ok the key was like this (Vin Diesel: tokyo drift setting)
Idol.
1xp - everybody sees how cool you are
3xp - you get ridiculed
and then the buyoff.

He also got a gender-related key that gave him point every time his character got into problems because she was a female driver or something like that. So he basically got twice the points every time he got ridiculed (while my second key rarly triggered)
I know TSOY/SS does not care about people having really different XP and advancement
but I felt tactically inferior for not having foresee the obvious combo
 
This is why I don't especially like keys.
They're roleplaying hooks, sure, but I don't think they work as "flags."
And yours is a great example of how they don't necessarily individuate the characters well.
@Zachiel And I think you're not necessarily playing wrong, in the sense that these games do expect you to "powergame" a bit. That's why they have these mechanics -- they're trying to align chasing the mechanical advantage with narratively-fun stuff.
After playing Burning Wheel, I don't like TSOY/SS Keys, TROS Spiritual Attributes, &c. Because they remind me of overly generic beliefs, which fail hard in BW games. "I want to be famous" is toothless by itself. Also it's awkward when multiple players have it.
 
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