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Quick & Dirty Roleplaying
Quick & Dirty Roleplaying
Quick & Dirty Roleplaying
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This channel is dedicated to the following:

- Tabletop roleplaying games (TTRPGs) and subject matter related to the hobby, such as the industry, reviews, history (both of the hobby and my own in the hobby), methodology, and philosophy.
- My TTRPG products and projects, such as the Quick & Dirty RPG System and DtwenD (my D&D-killer).
On TTRPG Gamer Obtuseness
10:58
2 месяца назад
Diegetic Development in Point-Buy Systems
3:28
2 месяца назад
Games about Roleplaying
13:15
3 месяца назад
Mapless Dungeon Design Shoutout
8:23
3 месяца назад
My Take on Enhancing Dice Rolls for D&D 5e
10:58
4 месяца назад
Do Your Mechanics Matter commentary
18:45
4 месяца назад
How the Japanese play TTRPGs
17:13
5 месяцев назад
Can a TTRPG be Tactical and Cinematic?
12:46
8 месяцев назад
Chopping Up Sentinel Comics RPG
10:20
8 месяцев назад
Purpose-Driven Description
9:53
8 месяцев назад
Reflecting on Immersion with TTRPGs
11:09
9 месяцев назад
EZD6 - Maximized for Playability part 6
9:34
9 месяцев назад
How "Real Men" play TTRPGs
19:59
9 месяцев назад
EZD6 - Maximized for Playability part 5
16:39
9 месяцев назад
EZD6 - Maximized for Playability part 4
8:30
9 месяцев назад
EZD6 - Maximized for Playability part 3
16:02
10 месяцев назад
EZD6 - Maximized for Playability part 2
11:20
10 месяцев назад
EZD6 - Maximized for Playability part 1
14:03
10 месяцев назад
An Alternative to Difficulty Descriptions
6:24
10 месяцев назад
An Alternative to Granularity
13:25
11 месяцев назад
Multiple Fail States
8:34
11 месяцев назад
Long-Term Viability in TTRPGs
11:32
11 месяцев назад
Комментарии
@DeficientMaster
@DeficientMaster 21 день назад
Surreal. Thanks for playing my adventure! It's definitely difficult for hack & slash style of play. I'll be taking what I learned here from your review & apply it to future adventures!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 21 день назад
It was a pleasure to run it. I look forward to more of your work in the future.
@arz3nal
@arz3nal Месяц назад
I was curious about this system after hearing about the logarithmic scale, and its cool to hear you got the insider information from the source! When it comes to the math, the idea is you can calculate the expected value of a random event by a weighted sum of the possible outcomes. For example, on a d6 you have 6 results and each has an equal chance of coming up, so 1/6 + 2/6 + ... + 6/6 = 3.5, so the "expected" result is 3.5 even though that is not an actual result. I dont know the percentages of this game, but at from what you described of rating 0 it would be something like (0*50 + 1*25 + 2*12 + 4*12 + 8*1) / 100 = 1.05. This means that when averaging the results over a long amount of time you'd average 1.05 "points" per roll. Then the next rating of 1 would have to have an expexted value of 2.10 to keep the base2 logarithmic growth. I'm guessing the colour values of success have something to do with the marvel game, but another cool way of modeling logarithmic growth in expected results is rolling a d6, but treating a roll of 4+ as a fail. This would mean the expected result is a 1 (1/6+2/6+3/6), and doubling/ halving the number of dice would double/halve the power of the roll.
@PjotrFrank
@PjotrFrank Месяц назад
More examples would have been neat. ;)
@Bonzaininja
@Bonzaininja Месяц назад
If you could find a way to remove that glare from your glasses it would improve your videos.
@nutherefurlong
@nutherefurlong Месяц назад
Interesting context, yeah it might help to get that sort of information up front. Like I can imagine having dragons in the background of Ryuutama but it would feel weird to give them too prominent a role, but that would be how I try to approach things now. Before I'd emerged from the more entertainer side of things, which was a lot more work if I'm honest with myself. Now I'm curious about what sorts of games tend to skew less "entertainer" style in Japan. Other games have a sort of player-centric get out of jail system, like fate points, so maybe it could be a sort of powerful-creature style to that and might be more relatable, either as a bad choice second chance, or mitigation on dice roll randomness And yeah, I've noticed that a lot of people's definitions wind up skewing what is possible as a whole. Have you seen the Six Cultures essay on the Retired Adventurer's blog?
@Zonalar
@Zonalar 2 месяца назад
Nice video and agreed. I can relate to the feeling of being a player being so caught up with the rules and trying to play games "by the book" that I sometimes overlook that it's a social game - You cannot play if your friends hate you. If you think you adjudicated the rules correctly, but the players hate it and want to leave, at that point you gotta consider whats more important in life.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 2 месяца назад
When it comes to TTRPGs, the GM is free to create content that's not in the rulebooks (such as when they're designing their own adventures). This is when they need to go beyond the rules and examine their philosophy of what it is to play TTRPGs as well as what experiences the players want to have at the table. This is why managing expectations during a Session Zero is vital and why, without explicitly talking about these things (or being aware that they are things to talk about), incidents like these almost always rear their ugly heads by surprise, much to the chagrin of the affected parties involved.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 2 месяца назад
Addendum to the video for the sake of accuracy: The players didn't kill the monsters when Todd's PC was under the domination effect; they fled the room from the same way they entered and the boss monster followed them to that room, leaving Todd's PC by himself doing nothing.
@KevinDPomeroy
@KevinDPomeroy 2 месяца назад
I appreciated this video and the systems that you recommended. I'm developing my own system and the keywords I've been using are Narrative and Tactical, and the big question I've been asking myself is having both possible because most systems tend to focus on one over the other. D&D and Pathfinder are tactical but not narrative and WoD and PBtA are narrative but not tactical. Yes I know these are oversimplifications you can have a narrative experience in D&D but that is acting in spite of the mechanics instead of having the mechanics support that playstyle. The fact that I haven't come across a system that does both well makes me worry that my goal with the system I'm developing is a fool's errand at times but I'll give it my best shot. I'll have to look at the games you referenced and see if they give me any ideas.
@FMD-FullMetalDragon
@FMD-FullMetalDragon 2 месяца назад
Ascendant is a purely logarithmic Roleplaying Game. There is no other rpg like this. I don't find it as complicated as it appears. There are a lot of tables and numbers and equations for very different things but most of the odd things dont come up often. The thing is this game is plug n play. After character creation you have all the numbers you need. Whenever a player wants to do something you just plug in the numbers for the character(s) involved, compare them to get the RV mod, than just roll on the color table. Thats it. Every die roll action in the game boils down to this.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 2 месяца назад
In order to run Ascendant as smoothly as possible while using all of the tables in order to keep it by the rules, the GM will need every table easily accessible. Unfortunately, the Ascendant GM screen only provides the most basic of tables with none of the formulas for any spot situations, such as those for using one's senses or the momentum-related situations (i.e. collision, fall damage, etc.) Those things are scattered throughout the book and it's up to the individual GM to compile all of that information into an easy-to-access format in order to maintain the fidelity that the rules ask the group to use in order to adhere to its comic-book physics simulation. As you mentioned, the edge cases don't come up often, but when they do and the GM wants to maintain the fidelity of the physics in accordance to the rules, better to be prepared than risk the game grinding to a halt as they rummage through the book to find out how to, say, find out what the RV is to smell out a 10-day old corpse that's buried 10 feet underground at a distance of 60 yards away in a deodorant factory. The other alternative to maintaining strict fidelity is to simply wing it by using the Difficulty Table and picking a DV for each task.
@retrodmray
@retrodmray 3 месяца назад
Good stuff, as another mentioned. And I've run a lot of PF2E for my family, and it's quite difficult to get RP injected into it, given it's foundational design, like you said, but it can be done. Thnx 🤓👍Now, give us examples of how this sounds and looks like in your PBTA-style/designed games, sir.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 3 месяца назад
In PbtA-style games, the conversation between the Master of Ceremonies and the players is at the core of the game. This conversation seems to be done, by and large, out-of-character, even when the MC asks the players "what does your character do," because often times, the conversation is about the meta-narrative. However, when the MC (or at least me, specifically) asks the player to describe the outcome as if they were watching a movie or a TV show, that's a prime moment for the player to really get into character. Many of the mechanics of PbtA-style games involve characters having to make choices from a limited selection about how to respond to a certain situation (i.e. how to behave within a restricted set of parameters), which can really provide direction on how to roleplay that part of the scene, especially when these mechanics have mechanical consequences to them in a diegetic fashion (i.e. providing modifiers, imposing conditions, influencing bonds, etc.). As an example, let's take a mechanic from Avatar Legends called Guide and Comfort. When you roll a 7-9 on 2d6 + Harmony, Guide and Comfort allows the target (not you, the player making the roll) to either embrace your guidance and comfort in order to clear a condition or fatigue (while answering one question of yours honestly) OR to shut you down, imposing a condition on you and shifting your balance (where you stand between two competing principles) in response. So, if you get shut down on a 7-9 Guide and Comfort roll, while you get to choose which emotional condition your character is inflicted with, by the rules as written, your character will suffer that condition as well as its mechanical consequences until you do something in the narrative to clear that condition (which typically involves some fallout). This is just one example of a mechanic that very explicitly informs the player how to roleplay their character; whether they incorporate those mechanical consequences into their method acting (i.e. "4D roleplaying") or simply dictate what their character does in the third-person is still up to them. This is something that is often lacking in more traditional TTRPGs and those elements, while they can be accounted for voluntarily, can be disregarded or trivialized with no consequence to the game's rules and mechanics. Unless it's a spell or some other form of extranormal coercion, your character's emotional state has no mechanical consequences on their behavior nor does it limit how they behave in any way. Even combat abilities that act like an MMO taunt (by imposing a penalty when not attacking the taunter) have no explicit effects on the target's emotional state; it's just a button to press in combat. Hopefully, I've answered your question regarding how a PbtA-style game's design can serve to influence and promote roleplaying.
@jfacegames7354
@jfacegames7354 3 месяца назад
Good stuff, buddy
@bryanracette5707
@bryanracette5707 3 месяца назад
So, would you play the game?
@quickanddirtyroleplaying
@quickanddirtyroleplaying 3 месяца назад
If I had someone help me with character generation and had a GM who could competently run this game with minimal loss of momentum, I would play Ascendant. Would I run it RAW, however? At this point, I don't think I can, even with quick reference material within reach; there are just too many SP formulas to account for and they're spread throughout the book, not just in the tables from the introduction. If I were to wing it in order to maintain momentum, I would rather run something like Mutants & Masterminds 3e, which I am much more familiar with and comfortable not only running, but winging it.
@Brian-qt6su
@Brian-qt6su 3 месяца назад
LET’S FIGHT IN HELL
@quickanddirtyroleplaying
@quickanddirtyroleplaying 3 месяца назад
LOL! That you all did.
@Brian-qt6su
@Brian-qt6su 4 месяца назад
Man, fudging rolls is so bad. It’s like when a guy told me how he was upset how his villains would get killed upon their interruption until he realized he can just ignore hit point values and have them die when he deems appropriate. Then, why have HP or dice rolls at all?
@quickanddirtyroleplaying
@quickanddirtyroleplaying 4 месяца назад
That's what happens when a DM behaves like a storyteller, rather than letting things play out. This is why it's super important to address expectations in a session zero, IMO.
@Ruggipedia
@Ruggipedia 5 месяцев назад
I just saw this and this was so great !! I think the parallels alot of animes too because of this or maybe vice versa haha
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
Which anime do you think it parallels the most?
@Ruggipedia
@Ruggipedia 5 месяцев назад
@@quickanddirtyroleplaying its so hard to say personally because i know id have alot of people agree or disagree with me. (For me tho it would be noragami) haha, but structure wise the idea that one shots being more popular in japan fits with animes considering how many anime’s especially isekai animes only have one, and very rarely if ever, two seasons; compared to the west where i think the show “adventure time” best fits a D&D cartoon and has a veryyy long time span including many spin offs, mirroring the long campaigns which many players join and leave the campaign🥰❤️
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
@@Ruggipedia I just watched the first episode of Noragami and I see why you'd say that Ryuutama parallels that anime the most, with Yato being comparable to a Ryuujin and Hiyori (probably) being one of the PCs. With regards to one-season anime shows, I'd probably parallel that more with games like Shadow of the Demon Lord and Band of Blades, where each campaign is meant to be completed in a limited amount of adventures because there is a definite finale (11 for Shadow, not sure about Band). But that's just me being pedanic ;P
@zephyrstrife4668
@zephyrstrife4668 5 месяцев назад
Curiously, I actually felt like I started to understand the role of the GM right away when I picked up the book and started perusing through the whole thing. I'm not sure if my take is completely how the game is meant to run, but this is how I handle the game. The Ryuujin is a DMPC, I understand the bad stereotypes that usually come with that... but in this game, they have no combat stats, even the red Ryuujin don't. They have a selection of abilities to help the players with if necessary, but they should be wary of using those abilities because it costs their life force to use those abilities. They might be near-godlike beings, but once they use up their magic, that's it... poof, gone. So they are meant to be in the background, observing the PCs journey and making sure they grow at a rate that the characters feel they earned, but stepping in if things get a bit too dicey so the party can have a chance to make it to safety (potentially even saying something along the lines of "I can buy you some time, get to safety so you can recover") It really kind of feels like the role of Gandalf from The Hobbit. He didn't show up often in the story and it was largely to point the characters in the right direction when he did show up.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
This makes sense, especially in the context of this game's setting, which isn't supposed to be some dark fantasy. As far as GMPC's go, Gandalf was one of the better ones, because he ultimately served the Fellowship, instead of the Fellowship propping him up as the main character.
@dg7815
@dg7815 5 месяцев назад
yay, a new rpg game design channel (as in new to me, you've obviously been working it well before this vid).
@Ruggipedia
@Ruggipedia 5 месяцев назад
Great video !! Haha it was entertaining
@JGray1066
@JGray1066 5 месяцев назад
Great talk!.......unfortunately the background music made it tough to listen to 😐
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
Was it because it was too loud or not to your taste?
@JGray1066
@JGray1066 5 месяцев назад
A bit loud and just generally distracting.@@quickanddirtyroleplaying
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
@@JGray1066 I'll lower the background music a bit more for future videos. I personally prefer it to my PC fan, however, which is why I include those tracks.
@NmEq
@NmEq 5 месяцев назад
@@quickanddirtyroleplaying Nice going, maybe as an alternative it might help to add a noise gate/filter to your audio. This might also help reduce fan noise without needing to get a quieter fan.
@kevin9989
@kevin9989 5 месяцев назад
Hi. Why quick and dirty? I say this in good spirit: consider getting a high quality microphone for your next uploads. It is important for the audio quality to be good and for your voice to be over the music. Good luck with the channel. I really enjoy TTRPG!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
Quick & Dirty is the name of the RPG system that I made, which is available on DriveThruRPG for free. I named my system Quick & Dirty because it's a hodgepodge of a bunch of my favorite RPG mechanics compiled in a way I most prefer to play and run games with as little prep as possible. I placed the music to drown out the PC fan. Seems like I still need to lower the music volume some more if it's still causing an issue with my voice being drowned out. Last but not least, please feel free to check out the rest of my content (and the Quick & Dirty RPG System). Take care and stay safe.
@kevin9989
@kevin9989 5 месяцев назад
@@quickanddirtyroleplaying, thanks bro. I appreciate the reply.
@allcorpsenobones
@allcorpsenobones 5 месяцев назад
this is really neat. I love learning about other cultures and, and how the people in said culture do the things I love.
@jfacegames7354
@jfacegames7354 5 месяцев назад
Good to see you again, buddy!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
Thanks, Trent. I've noticed that the MCDM RPG bug bit you, with regards to how you're modifying the Pressure system. It's all good! My interest in it and my respect for the game design has reached a point where I backed the physical copy of the Heroes and Monsters books. I've also been fiddling around with a tactical combat system using some DC20 concepts along with straight damage rolls, first using a d20 but then changing it to a d6. It's still very rudimentary but it's pretty neat thus far.
@Brian-qt6su
@Brian-qt6su 5 месяцев назад
CoC has a lot of one-shots so it can work as a nice afternoon type of game.
@ronwisegamgee
@ronwisegamgee 5 месяцев назад
Do these CoC one-shots put the investigators on rails or can their actions in the narrative affect the outcome of these scenarios?
@TheDocAstaroth
@TheDocAstaroth 5 месяцев назад
@@ronwisegamgee Here in Germany, I can confirm, that there are quite a lot of CoC adventures offered at conventions, whose ends are predetermined. After all, the point of a horror RPG is to experience an horror story, so how can it end up anything than bad, right?
@Brian-qt6su
@Brian-qt6su 5 месяцев назад
@@ronwisegamgee Their actions can affect the outcome. It's the situation and premise that's set, but how people respond to it is up to them. That said, I don't think Ryuutama stops you from affecting the outcome of a given scenario.
@emptyptr9401
@emptyptr9401 6 месяцев назад
Of course there can be rules that hider rp, but a system can both have many rules and be very thought through and defined and still enebale rp perfectly well. And I think pf2e in particular does this vert well. The rules in that system don't limit you in what you can do, they give you a framework to express what you want to do mechanically. And if a rule actually is directly limiting what you want to do, in a well-designed system (Like pf2e imo) you as a gm can always choose to momentarily disregard a rule and the system still works. Also in regards to learning rules takes away from gametime and thus from roleplay, I think this is a strawman argument. Because obviously a system with more rules takes longer to learn (That is one of the universal downsides of such systems) and its fine to say that you don't want to invest the time. But how well a system lends itsself to rping once you learned it has nothing to do with how hard it is to learn in the first place. And if the system is well thought out (Again, like pf2e is) there are also many good reasons to actually be open to it and invest the time to learn it. Edit: I also want to add that stuff like breathing rules are very nieche and easily disregardable. I don't think its fair to call out a system on the basis of rules that very rarly matter and can easily be houseruled if you don't want to use them. 5e has tons of nieche rules like that and the reason why it is known as rulea light is exactly BECAUSE people ignore them . A system like pathfinder (Any system really) should be primarily judged on its core rules that you can't ignore because the rest of the system build upon them imo. (Stuff like the action economy, Stealth, Cover rules, conditions ect. And yes, these are far more defined than in other systems, but I think this is a good thing that CAN actually ENABLE rp bc the core system of pf2e is EXTREMELY logical and far more importantly: Very modular). In regards to the inspire courage missing the auditory trait: Firstly, I think this is just an overaight. Secondly, I don't see how this hinders rp. I mean, you as the player can flavor your inspire curage however you want no matter what the traits say. And if you flavour it to be music and flavouring it as something different when people can't hear would break your immersion, don't use it I guess? Honestly, if you didn't use an ability for a reason like this I would give you a hero point bc that for me is the definition of Roleplay, is it not? In regards to the bag of holding thing: 1. I mean I can see why its not good for players to have that information, so on same level I can understand that criticism, but then again, experienced players often know the whole world and most of the mysteries in other RPG worlds because, well, they are experienced players. And form new players you could choose to withhold that information. Also, if the mystery of the bag of holding was something you wanted to have in your game, just tell they players before hand "I homebrew some of the magic items" and then change the rules... Now the rules as written are just guidelines to what the rules could look like. And in regards to the bigger creature thing: Its extremely easy to just say "Okay, the creature is bigger and need x times more air. The pathfinder rules explicitly encourage GMs to make house rules like that. (I think its the first rule in the book even if I am not mistaken) I think you have a fundamental misunderstanding: Just because system is rules-heavy, doesn't mean that you have to run it by the book. Rather than providing you with limitations, a well designed rules-heavy system provides you with a stable yet flexible frame-work on which you can build whatever you want to build. And in addition it provides playtested, niche rules to fall back on should you choose to do so. ANd pf2e is a great example of such a system. Almost every rule and system is designed to be modular and once you know what you are doing you can customize how you apply them to tell whatever story you want to tell. Of course getting to that point needs some work on the GMs part (I think the system is fairly easy to learn for players but hard for a GM), and that is as I said very valid criticism, but the price one has to pay for that kind of well-designed system. (ALso, while I really like him, I think The Rules Lawyer isn't the best example for how to run RP-Heavy campaigns. The reason why his sessions come across as very mechanical is because he is a very mechanical GM. But you can very easily also run Pathfinder 2e like for example Matt Mercer would and make it more immersive).
@quickanddirtyroleplaying
@quickanddirtyroleplaying 6 месяцев назад
You've made a very comprehensive sound and valid argument for how PF2's rules promote roleplay. It's a matter of the presence of procedures that cover lots of ground with regards to how the consequences of a character's actions play out, as well as the expression of the type of fantasy and experience it's attempting to demonstrate via its rules and procedures.
@emptyptr9401
@emptyptr9401 6 месяцев назад
@@quickanddirtyroleplaying 1. I really respect your way of responding to criticism. I don't take it for granted especially since my original comment could have been formulated a little more "nicely" here and there 2. Yeah. As I believe you say, how good the RP is depends mostly on the style of a group, not as much on the system. (Although I do believe that a badly designed rules-heavy system really can hinder role-play). The reason I take issue with people saying that rules-heavy systems necessarily hinder roleplay is because I think there often is that image of fun/roleplay/deep stories and crunchy/optimized/hardcore gameplay being opposites, when they are really not. And how much you like of each of these aspect (Like difficulty, rule-heaviness, Roleplay, Optimization) is highly personal and customizable. 3. While I did disagree with your fundamental point, I don't think your video wasn't without merit. As I said, while I really like The Rules Lawyer and the system of pf2e, I think sometimes he can oversell it a little or makes bad arguments in its favor. I don't exactly remember that video in particular, but I do believe that there were many bad arguments there (Like the one you pointed out in your vid in regards to "There being a rule for that", because this just has little to do with how well the system enables rp).
@quickanddirtyroleplaying
@quickanddirtyroleplaying 6 месяцев назад
@emptyptr9401 You made a good point about separating the group's style of play being a contributing factor to hindering roleplay as opposed to the rules and procedures of the game in question. I guess the point I'm trying to make is how the rules and, by extension, the focus of a particular game (PF2, in this instance) contribute to the group's style of play. While I recognize that it's not a direct correlation and that immersive roleplay can occur regardless of (or in spite of) the rules of the game, I'm confident that the rules of the game (especially one so focused on balancing encounters and "combat as sport") can incentivize certain playstyles in order to win. When the group's main focus is on winning combat encounters and when most of the periphery activity is in service to help winning combat encounters, there seems to be a reduced incentive to engaging with the game world as an actual place and more like a board game or a video with largely meaningless fluff in between. Even in the best of cases, where the players find themselves immersed in the narrative, there's still the matter of combat encounters taking up the vast majority of the session in these combat-centric games. One counter that I'm aware of to that phenomenon is having some sessions devoted entirely to RP and having no combat whatsoever, while dedicating other sessions entirely to the combat mini-game. While that's a valid way of playing, it kind of spotlights the issue I brought up with PF2's rules hindering roleplay, not so much with the individual rules or procedure itself, but with how time-demanding the focus of the rules (skirmish, map-and-minis combat) is. Or, at least, that's my impression of it.
@emptyptr9401
@emptyptr9401 6 месяцев назад
@@quickanddirtyroleplaying Sorry, that one got a little long xd. " I guess the point I'm trying to make is how the rules and, by extension, the focus of a particular game (PF2, in this instance) contribute to the group's style of play." That is absolutely fair, yes. Although the question is whether the system shapes the group or whether the group chooses the system. Of course there will be a little bit of both but which one is more prevalent. But in any case, my original point, as you say, is that the system doesn't hinder RP if you want to have a focus on RP and in that sense we seem to agree. "While I recognize that it's not a direct correlation and that immersive roleplay can occur regardless of (or in spite of) the rules of the game, I'm confident that the rules of the game (especially one so focused on balancing encounters and "combat as sport") can incentivize certain playstyles in order to win." 1. Not sure if you meant it like that, but as I said, I don't think a well designed rules-heavy system like pf2e hinders RP. I think a system like pf2e actually does enable RP in ways that a system like 5e can't. Specifically I think about how much freedom of expression you have in the character creation process in pf2e. Also 1 of its strengths is that you really don't have to try to make a viable character, you can just choose stuff that makes sense for your character and still be perfectly capable. In 5e that isn't really the case for example, although that might very well be a weakness of that system specifically. 2. I agree to an extend. I think whether you see encounters as "sport" depends on the group, not the system and on the difficulty level. If you force your players to always try-hard, then they will, but if you want more RP then you can tone down the difficulty (Which is easier to adjust in a system like pf2e) and leave room for non-optimal, role-play based decisions. Also keep in mind that pf2e has a mechanic to specifically reward RP and to off-set the strategic disadvantage you put yourself at by Rping (=Hero Points, which are extremely powerful) Of course rules heavy system enable and encourage far more strategy and that does of course take time away from Rp, but I don't think that this necessarily means that it HINDERS RP. Just that there are moments of both. If you are a group that only want to Rp, then a system like that might, while it still can work imo, probably not an ideal choice, but if you like both strategy and RP then I think this is one of the best systems out there if you can get over the learning curve. Also, I don't think that players wanting to and playing to win is a bad thing that hinders immersion, I actually think that high difficulty and players playing to win can actually enable immersion (immersion specifically, it can still take away from RP-time). Dark Souls is a videogame-example of this, where the unforgiving nature and difficulty perfectly reflects and immerses you in the world and the position your character is in. Or look at final fights on Critical Roll. They are (or at least seem) very difficult which pulls in the players and the audience alike into the world like few things can (And theoretically they could very easily run CR in pf2e I think. As far as I know Matt runs Dnd by the book and contrary to popular believe, 5e is not that much less rules heavy). While they are of course professionals, they are a very good example of how you can combine mechanics with RP. "there seems to be a reduced incentive to engaging with the game world as an actual place and more like a board game or a video with largely meaningless fluff in between" As is aid, I don't necessarily agree with that. I mean, it certainly CAN happen, but it can have the opposite effect also. You are right in the sense that it can take away from the absolute RP time, but it can actually enhance the RP quality and immersion depending on the group. "but with how time-demanding the focus of the rules (skirmish, map-and-minis combat) is. Or, at least, that's my impression of it." 1.I mean, while it was quite time demanding to learn the rules in the first place for me as a (Relatively new to pf2e) GM, once I am at the table it usually doesn't take away that much time. If I don't know a rule I can either look it up with a 10 second google search or I just make a judgement-call, inform my players that it was a judgement call and until the next session I know the official rule and will not forget it from the point forward. Although technological help is essential in running pf2e smoothly, if you have that technological help it runs like 5e did in my experience. 2. I mean, if you want a theatre of mind game, then yeah, there is no way you can run pf2e like that. But if you are fine with playing on a board I don't really see how it is different from 5e tbh. It is actually a lot more liberating and free than that system in my experience because in 5e you don't get to use much more than your abilities, while in pf2e you are very flexible in what you want to do and there is also a lot more environmental interaction. But honestly, from what I have seen, I think that pf2e modules often do a pretty bad job and highlighting the systems strength in that regard. Pf2e shines when you have big, open, complex battlefields with a lot of cover, differing terrain and interactables (Which actually enable in-fight Rp). Narrow rooms with little stuff in them is not where the system shines, its actually where it is the most annoying imo.
@epee11c
@epee11c 8 месяцев назад
Good thoughts. I'd guess the cinema is going to come from cool moments and scenes that evoke certain feelings, but I feel like we are operating off so little info it's hard to tell. Even the description in the podcast is really rough and broad scope. Not to mention that MCDM is still iterating (according to their own comments) so the game the Eldritch Lorecast played is likely not really going to look like the finished game (whether it'll be "better" remains to be seen). Not a big deal, but I'm confused about the American Football comment. Now, I'm not a huge fan of watching sports in general, but I'm not sure how it's like a turn-based game. 😅
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
Fair point made on my American Football comment. Aside from every combatant's actions happening simultaneously (to stick to the TTRPG analogy), for the viewer on TV or on the bleachers, it's still a very pulled-back perspective. The contrast to this would be something like watching the movie "Any Given Sunday," where it makes sense for a film crew to get the necessary shots to give the viewers a more cinematic American Football experience, because it's literally a football movie. I'm still keeping my eyes and mind open on how MCDM is going to change things up in order to make their game more cinematic or to actually define what they mean when they say they want their TTRPG to be cinematic.
@epee11c
@epee11c 8 месяцев назад
@@quickanddirtyroleplaying Yeah, I hope Matt releases another video diving deeper into what they're doing to accomplish each of those points. I'm really interested to hear how they would stack their mechanics up against their goals.
@MisterWebb
@MisterWebb 8 месяцев назад
Sentinel and Tian Shang: Lone Wolf Fists both have high-fantasy settings. I wonder if cinematic combat is feasible in a grittier setting with a higher degree of verisimilitude …
@MisterWebb
@MisterWebb 8 месяцев назад
Tian Shang: Lone Wolf Fists doesn’t seem to be getting much love …
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
@@MisterWebb It's truly a shame, that.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
Theoretically, I think cinematic combat can be done with grittier settings with a higher degree of verisimilitude. For example, if there's a reduced emphasis on exact movement and positioning, the results you get in combat with Mythras (Runequest) or Rolemaster can be cinematic, since the procedures involve determine attack accuracy, hit location, and descriptive & mechanical result of said attack, along with extra combat maneuvers. The challenge with maintaining a cinematic feel is in enough rules mastery that running combat can be done ideally without having to look up rules or charts or, barring that, having quick and easy access to the necessary charts for reference.
@trentdpt
@trentdpt 8 месяцев назад
Very good points. So I know that MCDM knows what Cinematic is because the dude is a cinemaphile that talks and discusses movies constantly…BUT I agree with you that the way they do Tactics makes it hard to invoke the definition of Cinematic you gave. I wonder if they are focusing more on “Dramatic” and “Badass” which are necessarily Cinematic. The example of American Football can be highly accurate that it’s very tactical, but I also feel it is highly dramatic (if it’s a team you love and a close game near the end). But I agree it isn’t “cinematic”. This was a great video, I need to reconsider the words that I was planning on utilizing to help me understand my TTRPG Jface btw 😂
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
Hey Trent! Thanks for the reply. I wonder if Matt Colville has ever played Dungeon World and, if so, what his opinions on it are. In my experience, that game was a cinematic representation of D&D due to the complete absence of the "narrative mode to combat mode" transition while still paying a lot of homage to D&D.
@MisterWebb
@MisterWebb 8 месяцев назад
@@quickanddirtyroleplayingI’d say that D&D is so fundamentally broken that any game trying to replicate its core elements is doomed to failure.
@richmcgee434
@richmcgee434 8 месяцев назад
I can see a number of problems: 3:35 The Academic Backgrounds doesn't come with the usual three dice to carry forward into Power Source, but you're assigning three d6 regardless. Going by the way you handled similar two-die carry-overs from Power Sources, it should probably be d8, d6 with no third die. 8:42 Many Source/Archetype combos don't have a third Green ability to add at level 8, in most cases gaining or modifying their P/Q dice somehow instead of one Green ability. For ex, the Mystical source gives you a d10 Information Quality die rather than a Green ability, and the Cosmos source lets you lower one Power die to raise another. Other builds will have extra Green abilities and fewer Yellow ones. The Close Quarters Combatant Archetype has three Greens, and choses one more as Yellow. Armored has one mandatory Green, three optional Greens, and no Yellows at all. Marksman has an extra Yellow while still having two Greens. This causes further wrinkles in progression that need to be addressed. Some Archetypes simply won't work with your advancement scheme at all unless you do individual modifications for them. All are reliant on certain Green abilities to function properly, even on a very limited basis. Examples include Minion-Maker, Form-Changer, Divided, and the nightmare known as Modular. Unless I'm mistaken, a hero could still start with as much as 20 Health (d12 Red status plus d8 Athletic/Mental die). Assume anyone beginning with 17+ uses the chart as normal for figuring GYRO zones? Your refigured Health scheme means heroes will eventually wind up with 4 less maximum Health than normal. You've folded the normal "roll d8 or take 4" option in with the base 8 to make up the 12 Health you'll gain over time, but that deprives them of the option to start rolling that d8 as they hit collections/character rewrite points since the "take 4" option is effectively baked in. (Aside: Under the normal system most folks IME take the flat 4 option at start and then start rolling each chance they get, fishing for a higher number until they hit something nice and high like a 7 or 8. Some folks roll every time regardless, producing a steady fluctuation of up to 7 points of Health that they then amuse themselves by justifying narratively. "Dang, rolled a 2, I'm getting to old for this stuff." or "Wahoo, there's the 8, that super-soldier serum booster shot really paid off!") On a less mechanical level, I don't think most people will enjoy playing even a few session with no abilities beyond Principles before Red (or twisting for Yellow), and those abilities limited to the weaker Green options and with some very small dice pools to boot. Heroes are going to feel less diverse in terms of what their strongest and weakest pools. Your much smaller Health pool makes twists that deal damage much more impactful, further limiting character options since Risky actions and Hit the Deck require twists. Very few characters will have access to any reactions at all until they've played enough to pull Yellows up into their native zone, which is a ways down the road. All of this is going to make for a rather same-y feel to the PCs, and I don't think that improves your chances of getting to play long enough to see much advancement despite the much more incremental advancement (compared to the usual "collection every six sessions" that make up the real power advancement system). Also feels like it would significantly devalue the importance of the GY parts of the GYRO zone initially. Also renders pretty much all the scene design advice useless. I can't even guess at how many minions are a TPKO threat for a team of PCs at a given level, much less lieutenants. Even the weakest full-blown villains are major threats, and anything in the scene that deals damage is more than twice as effective at first thanks to the lack of defensive reactions (beyond Hit the Deck, which is usually a desperation measure only) and healing abilities (most of which are Yellow zone natively). Even challenges are amped dup a lot, since Overcomes with such louy pools are a struggle. You've written up the player-facing side of this rules mod, but not the equally-important GM part. If it works for you and your group, good on it, but the people I game with probably would not see the appeal even if it was complete enough to try giving it a test run for you..
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
Thank you for your feedback, richmcgee434. I greatly appreciate it. I concur with the point you made regarding backgrounds, such as Academic, that offer dice only to two qualities and not three, as well as your suggestion for offering a d8 and a d6 with no third die. I also concur with your analysis on the amount and distribution of Green and Yellow abilities of certain archetypes, as well as how certain archetypes will not function properly if their abilities are chopped up to be acquired on a bit-by-bit basis. I was not aware that folks make use of the Retcon option for character advancement as a way to re-roll their maximum health to attempt to ideally gain 4 more health than by taking the average. That seems like a cheesy exploit to me and characters should simply start with that extra 8 health so that folks can focus on other forms of Retcon. A big part of my proposal to chop up full-fledged heroes is to use the rules for the Sentinels Comics RPG for more than just the Silver Age comics genre. The mechanics for Overcome are very much in the vein of Powered by the Apocalypse games (which I really enjoy) and I really dig its dice pool system. Damage is very fast-paced (just roll for damage dealt w circumstantial reduction to damage as dictated by the rules) and even low Boost/Hinder results still affect dice rolls. If I was to play a superhero game using Sentinels Comics RPG, I would not go zero-to-hero; this is if I wanted to use the mechanics for something like more traditional fantasy. Even in non-Silver Age comic genres, I would really like to see this game's scene design rules employed in other TTRPGs that seek to emulate action and adventure fiction as opposed to the "Rock 'Em Sock 'Em Robots" style of combat we see in many a dungeon-delving and dragon-slaying TTRPG. I've found your comment to be very insightful, richmcgee434. Do you believe that the core mechanics of Sentinel Comics RPG can be successfully employed for other TTRPG genres? If so (or not), why (or why not) and how (if why)?
@richmcgee434
@richmcgee434 8 месяцев назад
@@quickanddirtyroleplaying "I was not aware that folks make use of the Retcon option for character advancement as a way to re-roll their maximum health to attempt to ideally gain 4 more health than by taking the average. That seems like a cheesy exploit to me and characters should simply start with that extra 8 health so that folks can focus on other forms of Retcon." It's not using your Retcon (in character generation) per se. They're using the "Majorly Rewrite Hero" option on page 143 and deciding to roll d8 for health instead of taking the fixed 4 when you get to that step. You could make other changes or not as per that section, but nothing actually obliges you to. Since you can only do it once per collection earned and it's never a sure thing what you'll get it's hard to really call it an exploit, and some folks just like "rolling for hit points" when they "level up" so there's not much reason to veto it. At best you'll eventually roll an 8 and stop gambling, coming out a whole 4 health higher than the folks using a fixed 4 option. The ones that really baffle me are those who *will* keep rolling every time even when they're on an 8. But they sure aren't power gaming and if it amuses them, good for them. I do love hearing their explanations for why their Health just dropped by 7 though. :)
@richmcgee434
@richmcgee434 8 месяцев назад
@@quickanddirtyroleplaying On your question, I think the core mechanics (dice pools, actions, scene types, etc.) are extremely versatile and can probably do any genre, but the character generation system is (obviously) intended for supers (although I wouldn't say just Silver age - I've run everything from Gold to Moderns with success- it's all how you skin things). Taking the core and rewriting character gen for other genres should work fine. Depending on how you approached it you might need something to replace Powers, or you might opt to build pools with two Qualities and leave out Powers altogether. Abilities might be chosen from small sub-lists as they are with the Source/Archetype system (maybe calling them something else - Heritage/Training perhaps) or you could drop that altogether and just have big Green/Yellow menus partially gated behind some kind of qualifier like the Red abilities are. None of it looks like it would be hard to do, but it would be a lot of work to actually type everything up into a test-ready document. That's the kind of thing designers get paid for, not hobby work.
@toxacokami7216
@toxacokami7216 8 месяцев назад
What state are you from? Do you have a discord server?
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
That's something I'd rather not reveal to a total stranger. As for Discord, I don't have an official Quick & Dirty Roleplaying server at the moment.
@toxacokami7216
@toxacokami7216 8 месяцев назад
Love the content; hate the music lol
@quickanddirtyroleplaying
@quickanddirtyroleplaying 8 месяцев назад
Thanks! As for the music, it at least masks the noise made by the PC fan, LOL!
@chrisgideonrosario
@chrisgideonrosario 9 месяцев назад
I LOVE the ability to target different body parts, I always wonder why videogames haven't used it (to my knowledge) since Vagrant Story on the PS1. I am really wanting to make an Epic AAA budget style game with an RPG system, this could be a great tool set to use!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
The video game RPG that comes to mind the most regarding targetable body parts has been the Fallout series, ever since the first one made by Interplay. As far as video games using TTRPG systems, while D&D has been the most widely used TTRPG system for video games, I would really like to see a video game RPG use the HERO system. Yes, Champions Online is based off of the Champions TTRPG, but it doesn't really play like the Champions TTRPG.
@Tablerunner
@Tablerunner 9 месяцев назад
You have a very nice collection of books and games! I've heard of some of them, but others are new to me.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
Thanks, Crispy. Which ones were new to you, if you don't mind me asking?
@Tablerunner
@Tablerunner 9 месяцев назад
Apocalypse World, Sentinel comics RPG, Mythic GM Emulator, Ironsworn, Worlds in Peril, Bounty Hunter, Quest, and all the titles that you mentioned but didn't have a physical copy to show are new to me. I think that's most of them. I'm not as well read in RPGs as you are!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
​@@Tablerunner Thanks for sharing, Crispy. The great majority of those titles (with the exception of the Bounty Hunter TTRPG) have the common design element of having more than two results occur from a dice roll (which, while popularized by Apocalypse World, actually stems from the reaction roll of the earliest editions of D&D). Another common design element that many of those games share is that of each result that could be generated by a dice roll having a range of outcomes that could occur, which may or may not involve things happening in the narrative that, while not a causal consequence of the action in question, adds dramatically-appropriate consequences (therefore taking more narrative liberties in that regard). As a point of comparison, there are moment in, say, C&C or Weird West when a particular dice roll triggers a roll at a random table. Said random table could have 30 different outcomes and so you roll a d30 to determine which outcome occurs. Sometimes the outcome that gets generated may not make the most causal sense with the situation at hand and so you or the player finagle it in a way that's still dramatically cool. Many of the games that I've mentioned in this video thrive on that dynamic, but rely more on the group using their imagination, inductive reasoning, and the context of the scene and antecedent events rather than on random tables with specific, detailed outcomes. Mythic GM Emulator is probably the progenitor of this methodology, so I'll provide an example from it. In Mythic, there are a bunch of Meaning Tables, and one of the most common tables that will be used is the Actions table. With the Actions table, you make a d% for both a verb and a noun to make a two-word phrase, such as "Fight Power" or "Fail Project." Those phrases serve as prompts to help the GM (or group, if played in a Co-op manner) to figure out what that action means in the context of the situation at hand. While this method does take more effort than rolling a specific result on an old-school random table, it has the advantage of versatility and of taking up less space. All of that being said, if you want to learn more about this style of game design, the sources I would recommend starting with are Ironsworn (www.ironswornrpg.com) and Quest (www.adventure.game/store/digital-edition). Both of these games have digital editions that are available for free. I'd love to hear your feedback on your exploration of these games, should you be so inclined to investigate further.
@macoppy6571
@macoppy6571 9 месяцев назад
I dig the music, but it is overpowering your narration in the mix. I really appreciate the amount of self-reflection required to meaningfully alliterate your "immersion" experience. Thank you for sharing 👍
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
Thanks for letting me know. I'll tweak it down even lower for future vids. It did have the useful effect of not only adding a little bit of spice to my narration, but also of drowning out my PC fans 😅 As for the immersion element, has your experience or sentiments with immersion in TTRPGs been similar or different in some other way?
@Tablerunner
@Tablerunner 9 месяцев назад
Well, I'm convinced! EZd6 is going to be my next RPG purchase.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
Good stuff! I'm pretty sure you can easily figure out how to deal with Karma and Hero Dice usage and acquisition as seamlessly as possible with your immersive style of GMing. Aside from that, it really does just get out of the way while being conducive of creative strategizing and spellcasting. It's also incredibly easy to make custom content for it as well.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
In this video, CondorDM deleted a comment thread that I responded to around 9 hours or so from this post, which goes like this (the parts that are in bold text are parts I had to fill in from the notifications section, due to their deletion on this comments section, so they convey what is most likely the spirit of his message rather than the exact text he used): CondorDM commented: "This is just wrong. You came at this from an emotional reaction. Such a shame. Your assumptions are wrong. You should have commented on the video and talked to me, but this is how you *chose to go at it (or something to that). Have a nice life."* Quick & Dirty Roleplaying commented: *"If you would like to elaborate on what I got wrong, I'm all ears."* CondorDM replied: "Quick & Dirty Roleplaying I don't respond to immature emotional responses like this." Brian replied: "No actual arguments. No logic. All emotions." (Not sure if this comment was before or after CondorDM's second reply.) CondorDM replied: "Quick & Dirty Roleplaying If you wanted me to respect you, you should have respected me. It is a two way street and it was your move first, I accept the move, but I won't give you what *you want (and I don't know how this response concludes).* I was (and still am) open to changing my opinion on the matter. I could have commented on his video, but I chose not to because daineminton9687 already called him out on his use of categorizing men with a No True Scotsman fallacy (i.e. you're either a man or a weak beta male pussy if you criticize men's propensity to prioritize wargaming over roleplay and character development and/or don't have that same propensity yourself), to which CondorDM responds that he's "simply trying to win an argument, which makes him part of the problem," to which daineminton9687 simply concedes without getting his criticism addressed in his follow-up response. If CondorDM was not going to address that criticism, I saw no point in making the same criticism in his comment's section. This is also a deleterious phenomenon that occurs within certain populations of TTRPG discourse (that of "taking away someone's man-card" for not being or doing so-and-so) which CondorDM appeared to emphatically resonate with, based on his behavior in the video that I addressed, that I wanted to address on my channel. I don't know how exactly I disrespected CondorDM. It could be because I chose to make a response video to his before leaving a comment in his comment section that he could address (even though he addressed that same concern from someone else with an evasion). It could be because I superimposed his head over Arnold Schwarzenegger from Commando as a way to satirize him as a one-dimensional "tough guy" for expressing chauvanistic opinions in his video. It could be because of my actual criticism of his behaviors (not on him, his behaviors) and what such behavior implies (i.e. misogyny, homophobia, etc.) It could be because of my assumptions of his values, of which I stated that I was making assumptions based on his behavior. Again, I'm willing to listen to him correct me on how I was wrong, but instead, he asserts that my assumptions are wrong (without elaborating which ones and correcting them), he criticizes my behavior as emotionally reactive and immature (this was a reaction and man-shaming, as a societal practice, makes me indignant), he claims I disrespected him and that I made the first move (even though he appears to have shamed every male TTRPG hobbyist who doesn't fall under a rigid stereotype just because they aren't primarily focused on the wargaming aspect of the TTRPG hobby), and he performs a power play by not "giving me what I want." I'm posting this on my comments section to have something on the record due to him deleting this comment thread before I could respond to his responses. While he can delete his own comments, he can't delete mine. For anyone reading this, make of it what you will. To CondorDM, if you ever want to address this subject matter with me and elaborate, you know how to do so. Consider the points that I've made in my video tentative and amenable to change upon actual elaboration on your part, as I'm not going to change it simply because you assert that I'm wrong (and certainly not because you judge my behavior as an "immature emotional response.")
@Tablerunner
@Tablerunner 9 месяцев назад
Hey, thanks for the shout out!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 9 месяцев назад
You're welcome! I admire how, as a TTRPG content creator, you can just stick to talking about TTRPG content without having to make generalizations about people based on their preferences, all while humbly expressing your emotional and thought processes about your experiences in the hobby. You've been a role model of mature adulthood, Crispy, and others could learn from your example.
@Tablerunner
@Tablerunner 9 месяцев назад
@@quickanddirtyroleplaying that's very kind of you to say. Glad to have you along for the ride!
@jfacegames7354
@jfacegames7354 9 месяцев назад
Keep up the good work!
@ronwisegamgee
@ronwisegamgee 9 месяцев назад
Thank you, thank you!
@ElwoodShort
@ElwoodShort 10 месяцев назад
Exploding dice goes all the way back to Tunnels & Trolls. It is a great mechanic for plowing through combat fast in a fun and exciting way.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 10 месяцев назад
I did not know that Tunnels & Trolls uses exploding dice. Thanks for letting me know! 👍
@Tablerunner
@Tablerunner 10 месяцев назад
These classes sound cool. I'm very interested in this system. Thanks for this series!
@beyondfantasy4972
@beyondfantasy4972 10 месяцев назад
I thought the Friar still needed the Devout inclination to use the miracle rules.
@theDMsCraft
@theDMsCraft 10 месяцев назад
They do yes.
@ronwisegamgee
@ronwisegamgee 10 месяцев назад
An oversight on my part. Thanks for pointing that out!
@theDMsCraft
@theDMsCraft 10 месяцев назад
Pleasure, and thanks for talking about EZD6@@ronwisegamgee
@ronwisegamgee
@ronwisegamgee 10 месяцев назад
You're welcome. Still more to come!
@theDMsCraft
@theDMsCraft 10 месяцев назад
Excellent!@@ronwisegamgee
@chrisgideonrosario
@chrisgideonrosario 10 месяцев назад
Lol love the music! Good stuff! Love the outro keep that, and just keep having fun! Love what you do and yourself and you will succeed my broski! 🎉😊
@quickanddirtyroleplaying
@quickanddirtyroleplaying 10 месяцев назад
Thank you! I've started to add lounge music tracks from RU-vid's library in my videos to help with listener engagement and to drown out the fan from my PC 😅 If there's a topic related to TTRPGs that you'd like to hear me talk about, I'm open to suggestions!
@chrisgideonrosario
@chrisgideonrosario 10 месяцев назад
@quickanddirtyroleplaying I would love to hear your suggestions and thoughts on how to get better engagement and keep players honest playing remotely on something like Zoom or a Video Chat! That would be great!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 10 месяцев назад
@@chrisgideonrosario Hmm...by better engagement, do you mean keeping their attention for greater lengths of time? If not, then I'd appreciate some clarification. As for keeping players honest in a remote game, is that with regards to dice rolls and information on the character sheet? There are apps and virtual tabletops for stuff like that. If they're being dishonest about that stuff, though, there's are deeper issues about why they have that modus operandi (i.e. "winning" the game as opposed to experiencing an emergent story, immaturity, disordered personality, etc.) In any case, I don't think they're suited to contributing to a healthy and productive TTRPG experience with others at the table.
@GamersAtticshow
@GamersAtticshow 10 месяцев назад
That’s a great deal on the quick and dirty system !! 😊
@theDMsCraft
@theDMsCraft 10 месяцев назад
This is exactly how I went about designing the game. All about having a blast at the table!
@quickanddirtyroleplaying
@quickanddirtyroleplaying 10 месяцев назад
I'm looking forward to getting my hardcover copy of both the core rulebook and the Book of Quests in the mail so that I can run at least one adventure for my gaming group 👍
@Sevish
@Sevish 10 месяцев назад
Hi DM Scotty
@quickanddirtyroleplaying
@quickanddirtyroleplaying 10 месяцев назад
Maybe in an alternate Earth, but not this one 😆
@patrickkergin2044
@patrickkergin2044 11 месяцев назад
I agree with you, and I want to add a point that you didn’t mention. Rather than enabling players, those extra rules tend to shut out the players that don’t have the right build. In our PF2, one of the players wanted to play a Magus: because fighting with a blade and spell is cool. The first session took place at a party, and the player wanted to interact with the partygoers. With +0 Cha and no training in any social skills, her attempts to participate weren’t just extremely likely to fail, they had a high chance of critically failing and setting back the entire party. So a player that enjoys interacting with NPCs was sidelined because she wanted to play a magical fighter. The situation will only get worse as we increase in levels and she will fall further behind.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 11 месяцев назад
Thank you for pointing out the failure of the gamification of social skills in TTRPGs with your anecdote. Correct me if I'm wrong, but games like D&D and Pathfinder seem to have their rules regarding social skills written in a way where the triggering of a social skill check essentially boils down to the player stating, "I use my social skill on the NPC" (and will often proceed to grab, roll the dice, and declare their roll without being prompted by the GM). These are the game mechanics that make sense to me in a TTRPG regarding social skills: - A dice roll to determine an NPC's initial disposition (modified by the PC's charisma and other relevant factors) if the GM is unsure of what that NPC's initial disposition should be. - One dice roll per encounter to attempt to sway an NPC's disposition, NOT to get them to do what you want. - A dice roll to come off as sincere in accordance to the NPC's disposition towards the PC if their sincerity would be in doubt on a per-case basis. Everything else should be handled through roleplay. An NPC's disposition should be a significant factor in the tone that they will take with the PC and what kind of asks will make sense, require compensation or assurance, or just will not fly. As for the situation of being pigeonholed into a type ever further as levels increase in order to remain relevant, I would like to suggest Tabletop Bro's video titled "Pathfinder Isn't Fun."
@emptyptr9401
@emptyptr9401 6 месяцев назад
But in that case I feel like that was kind of a failing on the GMs side. I mean, social situations shouldn't maybe always requre rolls and I as the gm would then let her participate but would call other players for their roles when one comes up and it is justifieable. Sure, she can't be thebparty face, but in what system can you be good at xombat AND magic AND talking. And from a gamedesign perspective, limitations are a powerful tool to make decisions interesting... Also, there is a rule for a situation like this. In pf2e you can "follow the expeet" which lets you add you proficiency mod if I remember correctly as long as you can follow someone who is a Master in yhay skill I believe. This rule was meant specifically to aboid situations like this. Of course its fine to not know all the rulea on the fly, that is admittedly the downside to such a system, but while it does take time to learn, once you did learn it its actually quite well designed imo (Like you can see here).
@archlittle6067
@archlittle6067 11 месяцев назад
I agree completely. I believe two basic styles of play exist. These I refer to as the "tourist" and the "citizen". A tourist vacations in one campaign until nothing is left to see and then takes a new character on a different vacation. A citizen has one character throughout in a series of campaigns. They live, grow a family and die in that world. One-shot campaigns epitomize the tourist play style. Perhaps you have heard of the D&D campaign that has continued for decades. This would be a citizen's game. Most players can handle being a tourist, but I prefer citizenship. Few DMs are up to the challenge of a citizen's needs. I don't play chess because I like regicide and i don't play D&D for dopamine hits. Both games teach me how to reason and plan. This doesn't stop when my character is max level, but that may make a DM stop providing a game. The DM presides over long term viability in a game. The DM has every resource, so no character is ever a demigod. If a party of five level 20 PCs go into a dungeon, then they may meet ten level 20 villains. The DMs just have to do their homework and the game never stops.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 11 месяцев назад
Thank you for sharing your thoughts on the matter. This citizen's game perspective you bring up reminds me of the Ys series of video games, which started in 1987 for the PC-8800 and continue to this day. The main protagonist of almost every Ys title (except for Ys Origins, which serves as a prequel to Ys I & II) is a young red-headed adventurous swordsman named Adol Christin. Adol lives to see the world and all of its splendor and has a terrible propensity for being shipwrecked off of the coast of some beach, which is often how his adventures begin. Though each game is self-contained, an overarching lore of the setting and its mythology pervades throughout the series. Adol serves mainly as a self-insert for the player and typically has a flat character arc throughout each game; the focus starts with how to get out of the predicament that he's in (shipwrecked, imprisoned, indebted, contracted, etc.) and usually ends up being a save-the-region or save-the-world plot by the end of it. Later titles include voice acting of an older version of himself telling a tale from his past, so we see that he chronicles his adventures for future generations to read. No indication has been given that he ever has offspring to pass on some biological legacy. If I were to GM a particular character (or party's) lifelong journey, I think I'd do it in this manner, though I have a stronger preference for anthologies (same world, different character stories) because that maintains my interest longer.
@jabelardo
@jabelardo Год назад
Interesting concept. And I think it can be summarized using the current rules by using a "mega modification" of the lower of the two aspects, either physical or mental
@blakehorwill8454
@blakehorwill8454 Год назад
I know I clicked on this video, but I still feel like I was cornered in a games shop by a trainee double glazing salesman. great vid 👍
@RagingWyvern
@RagingWyvern Год назад
I'll take my rules over a gm always having to make a rule up every single time, or even better the rules always changing due to the gms mood.
@quickanddirtyroleplaying
@quickanddirtyroleplaying Год назад
Are you addressing something specific in my video? This seems like a strawman argument.
@RagingWyvern
@RagingWyvern Год назад
@Quick & Dirty Roleplaying how is having a good base of rules so all players can follow the same line vs a gm/dm who just makes it up as they feel like it, and can change per player a strawman?
@quickanddirtyroleplaying
@quickanddirtyroleplaying Год назад
​@@RagingWyvern Okay, I just looked over my script for this video to attempt to understand what point(s) you were addressing in your post. Regarding changing a rule based on the GM's mood, I see this as a strawman to the part where I talk about the "gut-level reaction that spurs spot-rulings." This is more of an intuition that acts as a shortcut to the analysis of a specific situation and attempting to recall the exact information on which rules to apply. In other words, it's eyeballing a situation and applying an appropriate ruling. Many, many TTRPGs codify this in the rules by stating stuff like "if it's easier than normal, apply +X to your dice roll; if it's harder than normal, apply -X to your dice roll" instead of spelling out each and every situation and which modifier should be applied. It's a matter of diminishing returns where, past a certain level of detail, the amount of complexity or volume of information required to accommodate it doesn't not provide a worthwhile return on investment. Also, any GM worth their salt would make a specific spot-ruling for a reason that stems from the situation at hand and the rules either don't cover it, are not immediately (or shortly) recalled and simply disregarded at that point in time for the sake of pacing, or because the GM is using a house rule, not because of some arbitrary "because they feel like it." Never did I say that GMs should always have to make up a rule every single time nor to just make up or change rules all willy-nilly.
@reactionaryprinciplegaming
@reactionaryprinciplegaming Год назад
Hey, thanks for the shout-out, mate. I'm also a "low cost gaming" advocate.
@quickanddirtyroleplaying
@quickanddirtyroleplaying Год назад
Did I pronounce your last name correctly, by chance?
@reactionaryprinciplegaming
@reactionaryprinciplegaming Год назад
@@quickanddirtyroleplaying Not really, but don't worry too much about it. The last sound of my last name doesn't have an equivalent in English. The first part "Boi" is pronounced a bit like "boa", but more condensed.