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Post by slobberknocker70 on Jul 6, 2017 15:17:06 GMT -8
The actual play has been fantastic for this system. The roleplaying is fantastic but it's helped me to realize that I really don't like this particular superhero RPG. It's just too rules heavy.
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Jul 8, 2017 15:22:19 GMT -8
The actual play has been fantastic for this system. The roleplaying is fantastic but it's helped me to realize that I really don't like this particular superhero RPG. It's just too rules heavy. Girl howdy. What do you consider to be "rules light" then?
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Post by slobberknocker70 on Jul 10, 2017 19:00:17 GMT -8
While listening to the actual play I have noticed that there is no time where the rules are not involved in every part of the game. The combat rules seem to be lighter but the rest of the game is crammed full of rules that govern character interaction with NBC's and with other characters. There is more time discussing the rules in this game than there is in Savage worlds. Just an observation
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Jul 10, 2017 20:20:29 GMT -8
While listening to the actual play I have noticed that there is no time where the rules are not involved in every part of the game. The combat rules seem to be lighter but the rest of the game is crammed full of rules that govern character interaction with NBC's and with other characters. There is more time discussing the rules in this game than there is in Savage worlds. Just an observation Yep. That is generally how PbtA games operate. The rules are involved in quite a bit because of how Moves work; when someone says/narrates something that triggers a move, you have to resolve it. Generally speaking, you want to trigger Moves because that is what helps generate fiction and drive things along. I wouldn't consider that to be "rules heavy", but that's a term that changes depending on the individual using it.
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Post by lowkeyoh on Jul 10, 2017 20:54:19 GMT -8
I don't know, I feel like moves trigger in the Masks AP more frequently than they ever did when I played in my home game. I think it might be more a table feature than a system feature.
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Post by vyrrk on Jul 11, 2017 11:29:10 GMT -8
While listening to the actual play I have noticed that there is no time where the rules are not involved in every part of the game. The combat rules seem to be lighter but the rest of the game is crammed full of rules that govern character interaction with NBC's and with other characters. There is more time discussing the rules in this game than there is in Savage worlds. Just an observation This is exactly how I feel about Fate!
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Post by joecrak on Jul 12, 2017 16:43:06 GMT -8
I played my absolute favorite game of Masks this weekend, in which all the PCs were Disney Princesses (more or less).
We ended up accidentally crashing Castle Wyvern in the middle of Halcyon City.
I played Megara from Hercules as The Reformed.
I tried and failed to steal from Scrooge McDuck at one point.
Snow White idolized me and we ran off together To try and rob Agrabah. I'm a terrible influence.
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Post by slobberknocker70 on Jul 14, 2017 14:59:04 GMT -8
I'm not sure the definition of rules heavy changes. The definition always understood was the more intrusive into gameplay that the system is defined how heavy the rules are. In masks the rules are constantly being referenced for things like character interaction with other characters. The rules don't Fade Into the background of gameplay. Rules light means the rules get out of the way. That's all I've always understood it and that's why I just don't like this particular system but more power to those who do. It's really good actual play and I appreciate it
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Post by yojimbohawkins on Jul 19, 2017 13:08:48 GMT -8
Magpie Games have an offer on in conjunction with Whelmed, the YJ Files podcast. 30% off the hard cover! Just enter the code 'whelmed' at the checkout. Enjoy!
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Post by joecrak on Jul 19, 2017 18:09:47 GMT -8
I'm not sure the definition of rules heavy changes. The definition always understood was the more intrusive into gameplay that the system is defined how heavy the rules are. In masks the rules are constantly being referenced for things like character interaction with other characters. The rules don't Fade Into the background of gameplay. Rules light means the rules get out of the way. That's all I've always understood it and that's why I just don't like this particular system but more power to those who do. It's really good actual play and I appreciate it Reading your take on it, I can understand your point of view. For me, rules light has always meant there aren't a lot of rules, so for me, masks is pretty rules light.
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Post by jazzisblues on Aug 3, 2017 8:24:11 GMT -8
I will just express my opinion here because well why not. Those of you who know me at all or listen to me on the podcast should not be shocked by what I'm about to say.
The rules SHOULD be integral to the game because well, we're playing a game. This is one of the reasons why I like PbtA games, and Fate, the rules don't come and go, they are present in the game play. Now, that said, they can be intrusive if they require a lot of thought or analysis. On our AP I'm purposely spending a bit more time with explaining rules because, well, it's an AP, and the game is new to some of the players. As we use rules more we tend to just let them flow through what we're doing. Also, the dice inform what we're doing and what's happening in the game.
I have a level of discomfort when the rules aren't part of what's going on because then it becomes in my feeling arbitrary and functionally based on the whim of the gm.
As always, just my 2 krupplenicks worth on the subject, your mileage may of course vary.
JiB
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 3, 2017 23:48:50 GMT -8
How internal a rules system is to you is not a great measure of a game. People spout off about how games are easy, but that's only because they've been at it a while. It seems intuitive that D&D has 6 attributes and x skill goes with y attribute, but it isn't. It only seems that way because we've all done it for years. PbtA is not inherently better or worse than many other games when it comes to cognitive load. What separates it from other games is that it is not familiar to most of us. Everything from when to apply mechanics to how to apply difficulty is different. It's not inherently harder or easier than many other games are (there may only be a handful of moves, but each has more nuance than you might expect).
As far as complaints of constant engagement vs no rules till we swing swords, that's a straight up preferance. I totally see where you are coming from, but I'm with JiB that I want actual rules so that the outcome is a part of the game and not favoritism or a screwjob. Further, mechanical incentive drives play. If you want people to act out, give them a reason to. The Angry condition in masks can be cleared in such a way, so people have a reason to act like teenagers and vent on their surroundings. That may seem burdensome to some, but to me it reinforces the tropes and style of the game.
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Post by ericfromnj on Aug 4, 2017 4:44:07 GMT -8
Magpie Games have an offer on in conjunction with Whelmed, the YJ Files podcast. 30% off the hard cover! Just enter the code 'whelmed' at the checkout. Enjoy! That made me say the hell with it and order the book. Third times a charm for PbtA?
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Post by vyrrk on Aug 4, 2017 14:01:49 GMT -8
Can someone explain to me how "initiative" works in Masks? I get that you are suppose to share the spot light... but how do you pick who goes next? When is the current player's turn done? Do you just progress the turn order on a miss or a 7-9? Or do you also change turns on 10+? And if any of your say "Just follow the fiction man" I swear to god I will throw the book out the window!
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Post by joecrak on Aug 4, 2017 19:37:58 GMT -8
The GM or the results of the moves decide.
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