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jmoschner

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  1. Thanks
    jmoschner reacted to Bayushi Koba in Veterans of the other editions, sell me on this game   
    I do realize I am a tad late for the conversation, having returned here just out of a morbid curiosity about how terribly this game is going, but I will take the chance to, instead of attempting to invent excuses to sell you this game, just warn you to quietly back way from this trainwreck of a system and go back to playing the older editions. ^^
  2. Thanks
    jmoschner got a reaction from Myrion in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  3. Like
    jmoschner reacted to jeremysbrain in Veterans of the other editions, sell me on this game   
    I like the idea of an L5R game that take place in a single territory, so the players get a real chance to know the people, places and politics of the land.  It gets them really invested and makes them feel like they have a home.  To involve multiple clans in a scenario like this I like to use "Imperial Lands".
    A lot of the lands and provinces in Rokugan are directly controlled by the Emperor.   But the Emperor doesn't have the manpower to manage all of them.  So he gives his governors the authority to invite Clan samurai to help administrate his provinces.  The players can be from any clan, on loan to the Emperor, and take up minor positions in the governor's court and are sent out to resolve issues.
  4. Like
    jmoschner got a reaction from rrockman in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  5. Like
    jmoschner got a reaction from Tonbo Karasu in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  6. Like
    jmoschner got a reaction from Magnus Grendel in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  7. Like
    jmoschner got a reaction from sndwurks in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  8. Thanks
    jmoschner got a reaction from deraforia in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  9. Thanks
    jmoschner got a reaction from llamaman88 in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  10. Like
    jmoschner got a reaction from Hida Jitenno in Strife and Unmasking Article is up   
    Not sure this bit survived the beta, but note that in the beta PCs can get strife for narrative reasons and the GM can slap them with strife if they see fit:
    In a  situation where a player feels their character would take on strife and unmask the player should inform the GM and the GM should probably give them strife and let them unmask if it is appropriate to the character and the situation. This is where dialogue between players and GM comes in.
     
  11. Like
    jmoschner got a reaction from Hida Jitenno in Beginners Game questions and clarifications   
    Yes. In fire stance each strife symbol on each kept die gives you both strife and a bonus success.
  12. Like
    jmoschner reacted to sidescroller in Strife and Unmasking Article is up   
    Oh gosh this article ? I agree with @AtoMaki--feels patronizing.
    As a reader, it feels like the article is trying to persuade a group that already has a belief--namely, it feels like the group is "people who believe roleplaying involves players feeling what their PCs feel", and the article doubles down on the emotional distance between player and character and how that can be fun and good and story. As a part of the group the article is trying to persuade, it seems like a misstep for two reasons:
    1) trying to change a belief with argument/reason usually backfires--people just double down on their own beliefs and believe them harder.
    2) you can very easily and reasonably ignore strife in the moment. @jmoschner's assessment seems spot on, that strife feels more like resource management than roleplay tool/mechanic. Strife, as described in this article and the b box rulebook, is supposed to be "feel something now", but then the game doesn't do anything with that feeling. Plus, the b box only says to interpret the strife when the roll is important to the character; RAW, you don't assign emotions/meaning to every strife result. So it's easy to say "focus now, feel later", which is something people do in real life all the time. Perhaps that's not what the designers intended, but it's doable, and a viable option for those who feel like strife on every roll removes player agency. 
    @sndwurks said some stuff in the thread for the character creation article that I'd like to respond to here, because my reply is more OT in this thread. Snipped and numbered to make replying easy:
    1) Well, kinda. Since the game uses a randomizer (dice) for assessing success, it's unlikely you'll succeed on every single roll. But you don't ever have to lose your cool. Strife itself doesn't represent losing your cool; the b box description of what strife represents is VERY broad. The trick is to never unmask or become compromised... which is possible... technically... (good luck).
    2) Since strife from dice is always paired with a positive symbol, some interpret it as "punished for succeeding", but "rewarded for accepting difficulty" is equally valid. Seems to me like it's really "punished and rewarded" than either one alone. 
    3) It removes a little agency, but not much. It's just a prompt to "feel something now" on important rolls, leaving it entirely up to the player what that feeling is. The compromised and unmasking rules provide mechanical and narrative consequences to which emotional states players choose for their characters, but they don't dictate emotional state outright. Certainly, it's less of an infringement on player agency than persuasion being reduced dice rolls (which I wouldn't do, but some do, and it's an argument for another thread ?)
     
  13. Like
    jmoschner reacted to sndwurks in Strife and Unmasking Article is up   
    The hard line the designers are taking in the game against the concept of "bleed" (a form of role playing where the intention of the experience is for you, the player, to genuinely empathize, or feel the feelings of, your character) is interesting.
    If Strife is meant as a Resource Management mechanic, to create a dynamic environment of Risk vs Reward where the player has to judge immediate success (keeping dice with Strife icons to get Successes, Explosive Successes, and Opportunities) against long term vulnerability (becoming Compromised and being unable to keep Strife icons, Unmasking and losing Honor / Glory / Status / Your Life), then it is actually successful.
    However, the article proposes the intention of Strife is to deliberately prevent "bleed" by introducing a mechanic to keep you, the player, emotionally separated from your character's emotional state. It is an interesting choice, but perhaps one that will not resonate with all players. I, for example, consider players experiencing "bleed" to be a sign I have succeeded as a GM, and if I can get you immersed enough in your character's thoughts that you are literally feeling what they are feeling? Then that is an amazing experience.
    I will agree that Strife as a system is less impactful on player agency than the "Mind Control Courtier Techniques" of certain other editions and games, but it is a more present and immediate one. Every time you pick up dice, you are probably going to get Strife. That can weigh on a player. You need players who buy into the idea that Strife is not a punishment mechanic, but is instead a "heat" mechanic.
    Every Strife icon is a bit of "heat" your character gets when they keep that dice. You have to figure out a way to manage how to keep your "heat" low, or you will become Compromised. Become Compromised at the wrong time, and you could die. Unmask, and you clear out the Compromised state, but it's going to cost you. And for those who comment that Inappropriate Remark or Compromise are fine Unmaskings without compromising player agency, I will point out that losing Honor and Glory does actually weaken your character mechanically, as having too low Honor or Glory gives you Disadvantages. 
  14. Like
    jmoschner got a reaction from Shosur0 in Strife and Unmasking Article is up   
    The most telling line about how FFG views Strife is probably in the Roll and Keep article: "Sam Stewart suggested that a result (eventually strife) could result in resource depletion rather than more narrative results."
    Strife really runs the risk of being a game of resource management more so than a tool that informs roleplay and that seems to be by design. The biggest problems with the mechanic are being tied to the dice and the constant bookkeeping.
    The unmasking article looks to me like FFG is trying to get out ahead of the inevitable negative reaction players will have to strife. Sadly, the examples in the article are more inline with what you should be getting with the push and pull of a character's Ninjō and Giri while the mechanic itself is more the result of rolling the dice.
  15. Like
    jmoschner reacted to WHW in Beginners Game questions and clarifications   
    The game flows much better, imho, if you wait with the narrative and describing until you are done rolling, as a lot of interesting stuff ends up being emergent from the dice interactions (for example, opportunities)
  16. Like
    jmoschner got a reaction from AtoMaki in Strife and Unmasking Article is up   
    The most telling line about how FFG views Strife is probably in the Roll and Keep article: "Sam Stewart suggested that a result (eventually strife) could result in resource depletion rather than more narrative results."
    Strife really runs the risk of being a game of resource management more so than a tool that informs roleplay and that seems to be by design. The biggest problems with the mechanic are being tied to the dice and the constant bookkeeping.
    The unmasking article looks to me like FFG is trying to get out ahead of the inevitable negative reaction players will have to strife. Sadly, the examples in the article are more inline with what you should be getting with the push and pull of a character's Ninjō and Giri while the mechanic itself is more the result of rolling the dice.
  17. Haha
    jmoschner reacted to AtoMaki in Strife and Unmasking Article is up   
    Okay now, when the article went full "Silly player, you don't get to determine how your character feels!" I laughed out loud  . 
  18. Like
    jmoschner reacted to sndwurks in Strife and Unmasking Article is up   
    It is the first paragraph in the How To Get The Most Out Of Your Strife section, I suspect. Honestly, most of that section, but the first and the last paragraphs in particular, can be singled out for being patronizing. 
  19. Like
    jmoschner reacted to AK_Aramis in Void   
    A subset is not an equivalent. 
    The story points are a group asset, void is individual.
    Story points are regained by the opposite side's pool being used. Void points are recovered by in character actions.
    Story points are reset every session; void points reset by various actions of the character.
  20. Like
    jmoschner reacted to Ghostofman in Starship combat house rules   
    You seen the Squadron rules? Pretty much written to allow the players to lead TIE squadrons and live to tell about it.
  21. Like
    jmoschner reacted to 2P51 in Starship combat house rules   
    Stuff will crop up, you're designing a new system.
    Why not just use Armada or Xwing rules? Increased complexity is going to lead to long fights, seems like a tactical simulator is what you're looking for.
  22. Like
    jmoschner reacted to Donovan Morningfire in Starting the rpg   
    Well, the Topaz Championship does have a long history of being used as an introduction adventure to L5R from all the way back to 1st edition.  It's even been used in various forms for the Heroes of Rokugan campaigns, since it serves the purpose of teaching new players about both the system and the setting.
    So in that respect at least, FFG is continuing the game's long legacy regarding the championship as a new player's first step into the Rokugan setting while teaching them the mechanics of the game.  Frankly, none of the Topaz Championship adventures have been all that exciting, as they were written more as teaching tools than as truly stand-alone modules.
  23. Like
    jmoschner reacted to AK_Aramis in Range bands--any worked example from FFG?   
    Precisely the problem with them as in the beta: It's not something that people keep in agreement upon. The alternate, gridded, movement mechanic in the final update was both much easier to run, and used large enough grids that it was still not "highly tactical"...
    As written, moving 3 range bands per round is about 9× faster than 1 band, and 2.25× faster than 2 bands... which makes it a verisimilitude snapper for many. Whether or not it's in the core book, the alternate from the beta will be how I run it, because the system of bands makes no logic any other way.
    It's the #2 complaint I've seen/heard about FFG Star Wars and FFG WFRP3 both. (#1 is "funky dice".)
  24. Like
    jmoschner reacted to WHW in Character Creation Articles for L5R is up.   
    My biggest gripe with 20Q was that Ring setups were extremely limited - which meant that you had no business trying to play an unfriendly, close-minded Lion (because you literally could not create a Lion without 3 Water unless you rolled a specific result on the ancestry table - and you probably would rather get Water 1 to reflect that sort of personality and weakness) or a scatter-brained Hida with short attention span. There were only a limited number of combinations that could you get 3/3/2/1/1 Ring spreads, and you basically got mechanically punished for not picking them.
  25. Haha
    jmoschner reacted to mouthymerc in Range bands--any worked example from FFG?   
    As I stated before, if this is anything like the Star Wars game, very few, if any, direct responses will be forthcoming from FFG personnel.
    No I am pretty sure I know how it's supposed to work.
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