sounds like an interesting setting that can be used in other systems. as for the task resolutions, I'd just choose roll over for both and modify the bonuses based on that. nitpick: "[Repuload]"
@AaronderSchaedel
Жыл бұрын
It's a short, 40 page or so book; so setting details might be a little sparse. And, mathematically, roll over and roll under work pretty much the same, so I personally wouldn't fault somebody who converted it to all one way or the other. The real interesting thing would be trying to convert this game to a dicepool system. Also, fixed the nitpick.
@cerocero2817
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This game has a very interesting premise, but does it do a good job of enforcing it through mechanics and GM resources? The idea of an rpg where typical conflicts consist on diagnosing obsolete arcane mechanisms, coming up with fixes with whatever you have on hand and dealing with stuborn clients is very compelling for me since I've been in the receiving end of "fuck the next guy" a lot of times, but I don't know how I could make such challenges interesting for players, and being about 40 pages long I wonder how effectively can it provide that experience. Also, Is there a mechanical reason for one kind of rolls being roll-over and other roll-under or ist it purely about "game feel"?
@AaronderSchaedel
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It's definitely a bit of a GMing challenge to make a game that doesn't revolve around "roll for initiative!" as the primary conflict. That said though, I took a second look at Mage to Order's such section. And yeah, for a 40 page book, it didn't have much. But it did have two things worth mentioning: 1) There's a recurring theme in the advice of "cause and effect." i.e. people do things because they have a certain goal or they feel a certain way. And problems don't always pop up out of nowhere, something lead to it happening. And that's an approach I usually used in games I've run that completely eschew combat. Something went wrong, can be fixed with a certain Somebody's help, but that Somebody has their own thing they want. So one possible solution is to get the thing Somebody wants. And that could open a whole other branch of story: where can I get what Somebody wants? 2) The GM is encouraged to make their own, statless character that the players can call on if they're right and truly stumped. This character shouldn't solve the problems directly, but rather tell the players what they could possibly do. Which is another approach I'll use. Sometimes in the form of NPCs commenting on what the player characters are doing, or I'll emphasize certain phrases when I narrate what happens like a smarmy adventure game narrator, or provide them with an explicit insight into something they're missing to solve a puzzle.
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