tag:blogger.com,1999:blog-615826467198003068.post1307560667740034174..comments2024-03-27T14:19:47.931+00:00Comments on BASTIONLAND: Difficulty in BastionlandChris McDowallhttp://www.blogger.com/profile/11717684225248546716noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-615826467198003068.post-60252793618645655772020-03-27T15:54:02.450+00:002020-03-27T15:54:02.450+00:00That makes a lot of sense! I think one of the beha...That makes a lot of sense! I think one of the behaviors I have to relearn is to interrogate the environment as an objective construct before interrogating the temperament/relationships of the PCs. The games I come from seem to do it the opposite way, and that seems like a mind boggling distinction within the hobby (to me, anyway).<br /><br />So the answer was staring me in the face under 'actions the PCs don't have control over'. Luck rolls are the perfect format for this kind of content framing. After that, we've got content generation tables of the kind you describe, search/loot. Then we're into the Choice part of things.<br /><br />Thanks for the advice!Jameshttps://www.blogger.com/profile/03762734235316684015noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-11001954940594513582020-03-27T06:46:35.163+00:002020-03-27T06:46:35.163+00:00I don't see why you'd tie it to a characte...I don't see why you'd tie it to a character stat. Furthermore, tying it to whether a *character* succeeds feels like it breaks the sense that the world already exists outside of the players' actions, which this style of game often relies on.<br /><br />If you don't know the answer to a PC question, then either roll on a pre-written random table (I like 'I search the body/I loot the room' tables for this reason) or just make some shit up.<br /><br />This is, of course, my take on it and not necessarily representative of Chris's views. Cavegirlhttps://www.blogger.com/profile/03853637517886592288noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-7371069533517857742020-03-27T02:25:29.393+00:002020-03-27T02:25:29.393+00:00This is slightly tangential to the post, but latel...This is slightly tangential to the post, but lately my dumb designer brain has been mulling over an 'investigation roll' to buttress the information pillar of the ICI doctrine.<br /><br />Something like, when you poke or prod at a situation with your physique/finesse/words, you roll the save, pass means you learn something helpful, fail means you learn something ominous.<br /><br />Obviously it stems from my background with narrative games and takes away from the 'decisions not rolls' philosophy, but I find that I often need a framing device to help me come up with that precious information.<br /><br />Assuming the GM hasn't prepped all there is to know about the trap/situation, is there a better (odder) approach to investigation, you think?Jameshttps://www.blogger.com/profile/03762734235316684015noreply@blogger.comtag:blogger.com,1999:blog-615826467198003068.post-68224572067357604282020-03-26T15:36:52.649+00:002020-03-26T15:36:52.649+00:00Love the thoughts here. I'm not sure I'm c...Love the thoughts here. I'm not sure I'm convinced by your use (or Emmy's) of the word diegetic, but that's some linguistic pedantry for another day. :) My favorite bit was about the tendency of designers to simplify complexity and "complexify" (yeah, I made up a word, sue me) simplicity until you effectively end up with a giant amorphous blob of design mashed potatoes. Ray Otushttps://www.blogger.com/profile/18398394072713660199noreply@blogger.com