The idea that Fate’s consequences are a kind of currency isn’t new. Many of you are already familiar with the -2/-4/-6 consequences approach we use and recommend, as seen in the Dresden Files RPG and other places. Along with the stress track, they add a tiny resource-management aspect to Fate, and they tie into the […]
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Rating the Unratable
I think I’ve mentioned before that if you haven’t read it, Atul Gawande’s Better is a great book about how things can get systematically improved. It focuses on medicine, but it’s one of those all-purpose insightful books. Anyway, one section that really stuck with me was the Apgar score (article version here, for the curious) […]
Streamlining Snags
4e classes are interesting because, by and large, they’re pretty distinctive. There comes a point in play when you know they’re working. The Barbarian rounds a corner and becomes a damage output machine. The Warden stands his ground against an impossible foe. The Warlock kills a lot of people, really horribly. It’s the point where […]
The Meek Shall Inherit The Tabletop
One of the most important lessons I learned from MUSHing (for the unfamiliar, think of it as LARPing online) is the power of weakness. People play games looking for chances to be awesome, but in a game where you’re interacting with other players, that creates few opportunities, because everyone else would like to be awesome […]
Keeping 4e’s Skin
First, here’s an important qualifier. I like 4e a lot. I think the combat is a ton of fun, and it’s full of good ideas, so please do not take what is about to follow as a broad criticism of 4e. It’s not. It’s a solution to a problem I wrestle with at my own […]
Leveling Up To 1
There was a great discussion on twitter yesterday about what might go into a hypothetical RPG for new players based on changing 4e or Pathfinder. Lots of good ideas, but it also reminded me of another idea that I’ve been sitting on for a while, one that puts 4e through a lens of Harry Potter […]
The Gamer’s Choice
I’m on my second playthrough of Dragon Age 2, and I’m trying to make it end differently than it did my first time, because while I “won” the game, I was unhappy with many of the events surrounding the endgame, and I have a very strong sense that at least some of it is a […]
Pulling Teeth
More on lateral connections is coming, but I got sidetracked by a thought this weekend. Someone on twitter was talking about bringing “Roleplay” oriented mechanics, like Aspects, into 4e, but was worried that getting his players to RP would be like pulling teeth. I sympathize with this a great deal, so I just wanted to […]
What Not to Write
Thinking about other characters and how they can drive play lead me back to a thought that lives in the same orbit as the thinking in my Getting Villainy Done post. The hang up I’ve been running into is this: games are full of things that are _interesting_, but just because something is interesting as […]
Lateral Connections
One thing that has really been sticking with me about Dragon Age 2 has been (as is so often the case with Bioware titles) the relationships and personalities of your companions. Certainly, the arc of your hero is interesting, but it is the people around you that make it feel personal and compelling. DA2 does […]