That's right, the points are just like advantage on your check to attack Cthulhu!
People like being rewarded bonus points. Behold below and see the evidence of my claims! And then see my own method of serving this base, vulgar, hubris-laden need.
That's right, the points are just like advantage on your check to attack Cthulhu!
People like being rewarded bonus points. Behold below and see the evidence of my claims! And then see my own method of serving this base, vulgar, hubris-laden need.
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| [This post is inspired by this comment] |
Heard joke once: Man goes to RPG forum. Says he's confused. Says rules seem intimidating and contradictory. Says he can justify multiple interpretations of a mechanic in a system that's vague and uncertain. Forum says, "Ruling is simple. Great clown Dungeon Master is in charge. Go and talk to your DM. That should clear it up." Man bursts into tears. Says, "But forum... I am Dungeon Master." Good joke. Everybody laugh. Roll on snare drum. Curtains.
-Dwiz
I am definitely guilty of this, in case anyone wants to call me out.
Look, there are lots of ways in which a game can be made complicated. Rules can play many roles. The devil is in the details. It is genuinely worth it to sometimes take a moment to look under the hood and see what kinds of rules are in the game before dismissing it.
Some games have lots of rules but they're fairly intuitive (once you know how spellcasting works in Ars Magica you can start using it quite naturally). Some games have relatively few rules but they are difficult to master (Burning Wheel famously takes at least half a dozen sessions before you even get a grasp on it, they say). Some games have lots of rules but they're all built using the same core ingredients, so once you learn the "Rosetta Stone" mechanic then everything else falls into place (most universal systems rely on this, like Savage Worlds or FATE. I would argue D&D 5E does it pretty well. It's very "rulings over rules" friendly). Some games have a ton of rules that are all disconnected and are each a subsystem that you have to learn separately and it's a pain in the ass (sigh... Fantasy Craft).
However, I want to put the spotlight on very specific types of mechanics that, yes, are all more rules than you would ordinarily need if you were just running something like B/X D&D, but aren't necessarily all equal in how much they truly complicate or restrict the game.
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For anyone reading this who doesn't know, Brave is my personal hack of Ben Milton's Knave, which you can find the latest draft of linked on the sidebar of this blog as well as right here. If that link ever dies, it's because I forgot to return to this blog post to replace it. But the sidebar one should always be up to date.
Here is a link to the latest copy of the Brave: Enchiridion of Fates and Fortunes with some designer notes included. I also thought I might provide a preview below on each of the classes currently included, if you read below:
This will ultimately lead to, at some point in the future, a set of rules I've made based on what I've learned. I'll include those in my RPG Brave when it's released, but whenever I make a first draft I'll probably post it on my blog as a standalone procedure. If you find any other unique takes on mazes in RPGs I'd love to read them, but this isn't meant to be exhaustive.