Legend in the Mist In Action

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  • čas přidán 5. 02. 2024
  • See the core mechanics of Legend in the Mist RPG in action within our latest video. A Red Marshal, a Wise One, and an Apple Picker uncover a strange undead creature within the fields of barley. Can they deal with this unknown threat before innocents get hurt?
    Legend in the Mist Kickstarter Page: www.kickstarter.com/projects/...
    Play the Tinderbox Demo Kit: drive.google.com/drive/folder...
    Autumn Roadside Fields map by the incredible Lone Mapper: / lonemapper
    ---
    Legend in the Mist is a rustic fantasy tabletop RPG based on the acclaimed City of Mist. Spin a tale of journey and peril where choices transform gameplay.
    Article: cityofmist.co/blogs/news/lege...
    Follow us on social media!
    Facebook (Official Page): / cityofmistrpg
    Facebook (Public Page): / 236838006660225
    Twitter: / cityofmistrpg
    Instagram: / cityofmist
    Reddit: / cityofmist
    Join the Discord: / discord
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Komentáře • 113

  • @DaveThaumavore
    @DaveThaumavore Před 6 měsíci +158

    Why don’t more creators and publishers make videos like this for their games?

    • @polyhedron3386
      @polyhedron3386 Před 6 měsíci +4

      This baffles me

    • @JB-bq5mt
      @JB-bq5mt Před 6 měsíci +3

      Most probably hope some CZcamsr will do it for them

    • @ejsmith7626
      @ejsmith7626 Před 5 měsíci +2

      Honestly the street alley fight example that they did for City of Mist is what sold me of the system. Loved the Heroes & Hardships review Dave!

    • @castbet9183
      @castbet9183 Před 5 měsíci

      It’s videos like these that got me hooked to CoM in the first place

    • @helixxharpell
      @helixxharpell Před 5 měsíci +1

      As a matter of fact Dave our group is! We are teaming up with CZcamsrs across the globe to narrate aspects of our Kickstarter next year. Khor the world of many portals. Those CZcamsrs will narrate "boxed text" for adventures, sidebar stories, and will appear in advertisements throughout social media.
      Legends In The Mist will serve as inspiration to our approach. We love what their team is doing! I've backed them already!

  • @tonywalters914
    @tonywalters914 Před 6 měsíci +62

    This is what I want from an RPG video. Not a 2 hour play through but a 10-15 minute run through of the mechancis and how to use them.

  • @Bovaz85
    @Bovaz85 Před 6 měsíci +19

    Whoever wrote/playtested this demo clearly had a bias against the apple picker.
    This was an immediate buy for me. It's such a light and elegant system.

  • @benw.3848
    @benw.3848 Před 6 měsíci +34

    City of Mist is one of my favorite TTRPGs. Backing this was immediately obvious! So excited!

  • @michielheckemann8851
    @michielheckemann8851 Před 6 měsíci +14

    I love City of Mist, It guides your players so much more to roleplay what they are doing, how they are attacking, talking ect, it's great as a dm (ehm, i mean MC ofcourse ;) )

    • @Maehedrose
      @Maehedrose Před 6 měsíci +1

      I really like the narrative nature of CoM I just worry that the game will devolve into number crunching as people look for every advantage in the scene.

    • @themorganrobertson
      @themorganrobertson Před 5 měsíci +3

      @@Maehedrose To me, thats what CoM turned into. I was excited during its original KS, but the game feel flat to me, as it was just stacking bonuses; seems this will be similar.
      I want MORE Pbta, not less; CoM went too far towards Fate mechanics. This looks more so.

    • @Maehedrose
      @Maehedrose Před 5 měsíci

      @@themorganrobertson I was not excited when I heard they were going to be changing the Otherscape Tokyo system to be more like this one - as that's not what I thought I was backing when I joined their kickstarter. Teach me not to do kickstarter, I guess.

    • @joshuawinestock9998
      @joshuawinestock9998 Před 5 měsíci

      ​@@themorganrobertsonpbta?

    • @wakkowarner8637
      @wakkowarner8637 Před 5 měsíci

      @@themorganrobertson The thing that I don't really like is that Power = Effects. It's like CoM where in Investigate Power = Clues. In CoM we had an investigator type character that typically had 4 or 5 Power. Even on a 7 he got 4 or 5 Clues. On this, that means a tier 4 or 5 Effect. And when something reduces your Power? It effects both your chance (the modifier to the 2d6) as well as the Effect (the outcome of the roll). So you really have a double whammy. There is no reason for you to not just max your Power as much as you can.
      I would like something more tactical, where you can choose to put your tags in the bonus to the roll, or the boost the Effect. So if you have 3 pertinent tags, you could get a 2d6+1. On a 7-9 you get 1 Effect. On a 10+ you get 3 Effect (Note: This is like Change the Game from CoM). Since you reserved 2 tags that were applicable, if you got the 10+ range then you could get a Power 5 Effect. If you got in the 7-9 range you could get a Power 3 Effect. Alternatively you could just roll 2d6 + 3 and apply all of your tags to the roll. If you get 7-9 then you only get Power 1 Effect (but you are more likely to get a success, and more likely to get one without Consequences). If you get the 10+ the you get a Power 3 Effect.

  • @chezno4229
    @chezno4229 Před 6 měsíci +13

    This looks like it is going to be my new favorite TTRPG, I’m backing it for SURE!!!

    • @noblesseoblige319
      @noblesseoblige319 Před 6 měsíci +3

      Is.... Is it not just the exact same thing as their other stuff?

    • @V-vision
      @V-vision Před 6 měsíci

      @@noblesseoblige319 The system changed from City of Mist to Metro: Otherscape. This one will use the new system. Also, the setting makes a big difference since it's in a more typical fantasy setting over the noir City of Mist or the futuristic :Otherscape. You could homebrew that setting yourself based on City of Mist, but so many things in that are based around the city, the mystery, the struggle between mythos and logos, and even the mist itself, that you'd be changing out a fair bit if you were planning a fantasy adventure

    • @NathanPatrickLane
      @NathanPatrickLane Před 6 měsíci +1

      @@noblesseoblige319...No.

    • @noblesseoblige319
      @noblesseoblige319 Před 6 měsíci +5

      @@NathanPatrickLane how so?
      Everything mentioned here was the exact same as the updated rule set from the cyberpunk one. Literally word for word the same things. It's the same system with a new coat of paint to fit the rustic fantasy genre.
      Even the new rule set is basically the exact same as base city of mist with two relatively minor differences, like every move being "change the game".
      For the most part, you could take the "updated" rules and just reflavor the tech and cyberpunk stuff for a fantasy setting and you'd have the exact product they are promoting here, just without the art.
      I literally did this with the otherscape rules. I made a doc with the city of mist base rules, edited the noir and modern stuff for a cyberpunk setting, and made some themes tech specific. I compared it to the newly released otherscape book, and found my lazy find-and-replace job to be almost the exact same as their book. The only differences (besides things related to the city) are the aforementioned minor changes to the system, and the loadout theme. That's literally it. I'm not even exaggerating or misrepresenting. It's functionally the same, just with different flavor and cool art.
      I don't see how this is any different

    • @DTux5249
      @DTux5249 Před 6 měsíci +1

      ​​@@noblesseoblige319 Yeah, Imma agree with this. I don't really like CoM Reloaded as an engine.
      The roll system is clunky enough that you don't want to roll much, but without moves to pace the flow, it's just rolling for the sake of dice hitting the table.
      The engine just isn't deep enough to justify this much stopping and starting. To use it well requires a sense of pacing that nullifies the need for the system entirely.

  • @Poconeves
    @Poconeves Před 6 měsíci +1

    This actually convinced me to back it. Great job!

  • @HMSBeardsley
    @HMSBeardsley Před 6 měsíci +3

    This is a fantastic video, I love seeing the game in action. I'd love to see a character creation walk though too!

  • @NathanPatrickLane
    @NathanPatrickLane Před 6 měsíci +6

    Super excited for this! Also, the Red Marshal looks like an older version of Jaune from RWBY and that amuses me to no end.

  • @hatchlingdm
    @hatchlingdm Před 6 měsíci +6

    Backed this yesterday. Honestly, the system seems so intuitive and accessible.

  • @wigiot1273
    @wigiot1273 Před 6 měsíci +16

    Sigh . . . .
    *Add's this to my long list of 'games to play someday'*

    • @badpoulet
      @badpoulet Před 6 měsíci +6

      with all the crap going down at Hasbro and D&D, this is moving up on my list faster than expected

  • @gavenace3667
    @gavenace3667 Před 6 měsíci +1

    I absolutely love how story based this is!!

  • @jasoncrawford5417
    @jasoncrawford5417 Před 3 měsíci

    This was so good! I backed this project on launch day and I'm even more thrilled that I did!

  • @noblesseoblige319
    @noblesseoblige319 Před 6 měsíci +12

    One thing I don't understand, is that sometimes the "consequence" bit is ignored?
    Like when the apple picker rolls to buy down the nausia at around the 8:10 mark or so. She got between 7-9, but there wasn't an additional consequence? Is that because the nausia was already the consequence? If so, the if she got 10+, even though there was only 1 power, would she just not get any status?

    • @peppa4412
      @peppa4412 Před 6 měsíci +5

      Mitigation roll does not provoke any more consequences, as it's a part of Consequences phase.
      In original City of Mist, the status system worked different, and you either avoided the status completely(10+), or reduced it down 1 tier(7-9).
      Now in new system (referring the Metro:Otherscape core book), you get 1 additional Power and can choose reflexive effects if you get 10+.

    • @noblesseoblige319
      @noblesseoblige319 Před 6 měsíci

      @@peppa4412 so for mitigation, any number between 7-15 (assuming you don't have dynamite or whatever they call it this time) doesn't really make a difference?

    • @sanzaru1674
      @sanzaru1674 Před 6 měsíci

      From the Demo PFD, page 5:
      "If your character has some capability to avoid or withstand the Effects of Consequences, the MC may allow you to try and mitigate them by taking a reaction in the same way you take an action: describe how you react, count up the Power of your reaction, roll the dice, and, if you roll 7 or more, spend your Power to buy the negative Effects down.
      If you roll 10 or more, you gain 1 more Power to spend.
      This defensive reaction roll only happens when you take
      Consequences and only when the MC deems it possible."

    • @sanzaru1674
      @sanzaru1674 Před 6 měsíci

      ​@@noblesseoblige319The 'dynamite' feature is probably going to take another form in this engine. Could be a 'on 12+ you gain 2 additional power to mitigate' making a +1 power roll fully mitigate a Shocked-3 status

    • @nairocamilo
      @nairocamilo Před 6 měsíci

      Good question

  • @woj_kal
    @woj_kal Před 6 měsíci

    Great explanation

  • @sociallyineptclownprincech8731

    just ran the demo today and it was super fun, took a minute to get into the flow but my players and I had fun

  • @MarkEdwardRom
    @MarkEdwardRom Před 5 měsíci

    Neat concept

  • @solarisdevorak
    @solarisdevorak Před 6 měsíci

    I feel like that meme where the numbers are flying past trying to sort everything out and I'm sure it's a lot simpler than I'm trying to make it. I've already backed it but I will say this video makes it look a little daunting though I am very excited

  • @baitposter
    @baitposter Před 6 měsíci +3

    Nice

  • @adamkotucha6805
    @adamkotucha6805 Před 6 měsíci +1

    Hey guys. It’s just even more simplified CoM mechanics. Without the Moves but in fact having moves in the backstage. And whole „structure” - establish, roll, effect and consequences are like structure of 99% trpgs. You just named this phases :D

    • @joshuawinestock9998
      @joshuawinestock9998 Před 5 měsíci +1

      I reckon a lot of TTRPG writing is just the designers explaining their philosophy of how all TTRPGs work. You'll find that in every PHB and DMG, including D&D. It's nothing new, but it's not a problem per se

    • @adamkotucha6805
      @adamkotucha6805 Před 5 měsíci

      @@joshuawinestock9998 Like, yes, but it’s something different. This is shown as a mechanics (a contrary to City of Mist which doesn’t have such phase structure). For instance, DnD or Pathfinder doesn’t present as an original mechanics in commercial materials that „here is Game Master and he conduct the game”, yes?

    • @ffreed
      @ffreed Před 5 měsíci +1

      Some games name those phases; some don’t. This video is showing how those phases are an important part of the gameplay. I don’t think they’re trying to say, “this is the only system to ever think of describing phases this way.”
      Should they just not name aspects of the gameplay just because another system covered similar ground?

  • @bunnywithmonocle5324
    @bunnywithmonocle5324 Před 6 měsíci

    Very interesting

  • @rhettr4923
    @rhettr4923 Před 5 měsíci

    Pretty looking though😊

  • @christophergough5366
    @christophergough5366 Před 6 měsíci +3

    If the Apple Picker has succeeded (with or without consequences) when throwing the apple in the hay, how would the result have been any different? Weren't they trying to establish what was in the hay? Doesn't the bog thing emerging amount to having achieved their goal?

    • @matyasregenyi4214
      @matyasregenyi4214 Před 5 měsíci +2

      Yeah, I think a roll wasnt needed there. The consequence of the action was way too obvious.

    • @galinskas22
      @galinskas22 Před 2 měsíci

      I guess that the creature showing up like a threat was the consequence. If the Apple Picker had succeeded, maybe the creature could follow the sound and show up distracted in the scene.

  • @tokreal
    @tokreal Před 6 měsíci +14

    This look interesting, though how do you keep track of all the different tags in particular with multiple enemies and players?

    • @noblesseoblige319
      @noblesseoblige319 Před 6 měsíci +8

      You combine where you can:
      such as fusing a group of enemies into a "higher scale", where the scale of the group automatically adds or subtracts the effects. So like, if there are a group of five monsters and you call that a scale of 2, then you treat them like one monster. When the "monster" (which is actually five of them) attacks with a power of like 1, you add two to it so it's three. When being hit with an attack with a power of four, you subtract two so now the power is two.
      As for the players, the tags ARE the character sheet, so they should already have their tags in front of them. Hopefully, they can keep track of them lol

    • @velvetimpulse
      @velvetimpulse Před 5 měsíci

      This has been my question as well. It's harder to remember what each individual tag means than a number. There has to be some kind of easy shortcut or aid that makes it intuitive, I'm sure

    • @noblesseoblige319
      @noblesseoblige319 Před 5 měsíci

      @@velvetimpulse there isn't.
      The game is fundamentally the same as the system used in their Otherscape game, just with a rustic fantasy twist and removing the cyberpunk elements. They confirmed as much in their Q&A sessions. It's literally the same game system, just reflavored and tweaked slightly for the setting.
      They have no easy shortcut system besides writing down the story tags or using a danger profile with the stuff listed in front. You gotta remember them all or make a shortcut yourself.
      The closet thing they have is combining where you can, like turning several enemies into a group, running the group as one individual enemy. That's literally the only shortcut of any kind.

    • @velvetimpulse
      @velvetimpulse Před 5 měsíci

      @@noblesseoblige319 damn really? I mean, I know it's a "reskin" of Metro:Otherscape. My surprise is more regarding the tags not actually being accompanied by some kind of glossary/shortcut. I'm familiar with both Otherscape and City of Mists, as I own both, but I haven't had the time to delve into them as I'm still finishing other campaigns.

    • @noblesseoblige319
      @noblesseoblige319 Před 5 měsíci

      @@velvetimpulse not on its own, no. Many MCs have tips, tools, or homebrew rules that become "standard" in many tables to the point people forget it's not a core rule. But no, the core rules never include that.
      It probably won't ever, too. The creator likes narration more than numbers a LOT. So they are really okay with remembering the words of the narration opposed to the total numerical value

  • @shoKuu
    @shoKuu Před 5 měsíci

    Why does the sentry get prone-2 when disrupt says: "2 Power per Tag/1 Power Tier". Can someone explain this? Thanks a lot

  • @MasonGr8
    @MasonGr8 Před 4 měsíci

    Quick question, I noticed in the Tinderbox Demo the "Disrupt" effect says 1 power per tier, 2 power per tag. With that being the case, wouldn't making the Sentry prone cost 3 power (one for added tier, 2 for the tag)? Or does it mean that it'd cost 2 power for an extra tag? Just wanna make sure for when I run for my table!

  • @woj_kal
    @woj_kal Před 6 měsíci +1

    New people to the engine could use some video about character creation

  • @chriscunningham6401
    @chriscunningham6401 Před 5 měsíci

    You need to check the dice The Wise One is rolling.

  • @GrimmSkald
    @GrimmSkald Před 6 měsíci +2

    Maybe I missed it, but lets say you have power 2, but three negative tags, so you are at -1 power. Does that mean with a 10 to hit, you cannot buy they attack effect?

    • @Maehedrose
      @Maehedrose Před 6 měsíci +2

      I believe there's a rule that states you always have a minimum of 1 power on a success.

    • @GrimmSkald
      @GrimmSkald Před 6 měsíci

      ​@@Maehedrosethanks. I did not see that in the video or the demo rules, but it makes sense and I like it.

  • @BrentonM
    @BrentonM Před 6 měsíci +3

    I really love the art created for this, but unfortunately, to me, it feels both needlessly complicated and too vague at the same time. The art truly is incredible though.

  • @jonivirolainen4751
    @jonivirolainen4751 Před 5 měsíci

    Why the roll to see for the block as the power (counted from tags) defined the amount that was subtracted from attack? As far as I can tell, the defense roll did nothing. Or did I miss something?

    • @richardmendonsa2285
      @richardmendonsa2285 Před 5 měsíci

      From what I understand of the mechanics. If the total of their roll with tags included is 6, the character would fail to save and take the full status of the consequence. It's their roll is 7-9 they successfully save but are only able to reduce the status of the consequence by the power was left over that exceeded 6. Finally, if their roll with tags included is ten or greater, they successfully save while taking no status from the consequence.
      So the red marshal was being slashed for a status of 3. They rolled 6 and added two applicable tags for a total of 8. Which succeeded with consequences. So they were able to use the 2 power left over from thier roll with the tags added to reduce the slashed 3 status down to 1.

    • @jonivirolainen4751
      @jonivirolainen4751 Před 5 měsíci

      @@richardmendonsa2285 That makes sense. A failed roll is a failure to block at all, partial success saves some of the damage although if the power had been 3, it would have blocked all of the damage (unless there is a rule that at least 1 point of damage goes through in partial success), or maybe the consequence wold have been that there was no damage (if power had been 3) and Marshal had been tripped to prone. Thanks for the answer!

  • @SarimRune
    @SarimRune Před 5 měsíci

    This video was very well done.
    I tried reading the starter demo and just couldn't make sense of it. After watching the video, the system does make sense now, but the flow feels extremely artificial. Taking the spotlight, dealing with the threats (like the old woman not able to mitigate the threat which applied to the other two characters).
    Seems like a great idea but it just seems, as others have said, clunky.

    • @Gadadharadas
      @Gadadharadas Před 5 měsíci

      You look like not having played City of Mist... Which took for me some time to wrap my head around the concept of Tags. But when I got it, the game proved to be easy. Roll dice, add relevant tags for +1 each, and -1 for each relevant Complication, and ignore the more complicated and less relevant stuff in the rules. As usual in all PbtA games, 6 and lower meaning failure, 7 to 9 giving success with complications and 10+ full success, sometimes with added perks.

  • @omert1489
    @omert1489 Před 6 měsíci

    great game

  • @IronShepherd5771
    @IronShepherd5771 Před 6 měsíci

    Checking for moves really slows down my games. I understand it's conteoversal, but I'm glad they are gone. Seems like the Status Tags, Limits, and Spending Power still need to be tracked but initially seems quicker. Overall cool attempt to simplify. As an aside, love the art and setting!

    • @wakkowarner8637
      @wakkowarner8637 Před 5 měsíci

      Yeah, I'm not quite sure how I feel. I definitely think having "one move" makes things a lot easier for new people. However, now there is just a lot more that the move can do. Whereas with CoM (or other PBtA) the moves really spelled out to you when they applied, what to roll, and what the effects were. You did need to be aware of all the triggers for the moves though.

  • @LorenLeonard
    @LorenLeonard Před 4 měsíci

    Powered by the Apocalypse?

  • @florian705
    @florian705 Před 5 měsíci

    I am struggling if the system will get boring by just repeating the phases over and over. The question for me would be if players become involved easily instead of waiting for their turn. This game can be really good but I think it needs to get faster in some instances. Some checks feel too much in my opinion. A soldier can struggle to move into the correct position by stumbling but getting into such details all time can cause throws after throws and let people lose track of the story. There have to be shortcuts, like a athletic soldier should be able to move in a protecting position without consequences. Maybe additional traits or if the power bonus by the character exceeds 3 no throw is needed. So harmed characters can do easier mistakes which feels logical to me.

  • @theArtOFjon
    @theArtOFjon Před 3 měsíci

    *His sheild

  • @coldstream11
    @coldstream11 Před 6 měsíci +1

    What happens if you have zero power and succeed?

    • @johannes2650
      @johannes2650 Před 6 měsíci +1

      I would assume that you always hit with a power of minimum 1, just as in city of mist.

  • @aalholinna3376
    @aalholinna3376 Před 5 měsíci

    This seems needlessly convoluted for what more or less amounts to railroading underdeveloped characters

  • @fireknight4151
    @fireknight4151 Před 6 měsíci +3

    I am trying so hard to make a LOTR reference but I can't think of anything.

  • @guywhotalksaboutthings
    @guywhotalksaboutthings Před 5 měsíci +2

    This system seems exceptionally confusing, especially with all the disparate terms
    It looks a lot like PbtA with moves and stats being swapped out with tags, which seems risky for the fact that players won't know which tags become relevant at what time
    Or for a player who might try to always want to use a tag or make a tag come into play at every opportunity
    Like when would "hero in training" not come into play for a game where you are meant to become heroic?
    I want to like this system but it seems too shaky

    • @reubenprasanth271
      @reubenprasanth271 Před 5 měsíci

      i never played tabletop games and dont even understand them enough yet and just saw this video... how complicted

  • @Demolitiondude
    @Demolitiondude Před 5 měsíci

    I can break this game easily. I tend to break the ooda loop.

  • @Gadadharadas
    @Gadadharadas Před 5 měsíci

    Ouch... If I knew the Legends will have rules for tactical combat, I mjght havs hesitated to back the Kickstarter. 😪
    I really hope, the game will work if not using the tactical phase rules, zooming ouf of the boring (for me) stuff. 🙏

  • @Daniel-Strain
    @Daniel-Strain Před 5 měsíci

    If you're grossed out six times you die?

    • @CityofMist
      @CityofMist  Před 5 měsíci +2

      Tier 6 statuses are either deadly or transformative. So if you're grossed out 6 times, you might permanently gain a phobia from something or aversion to something. This could be reflected, for example, as a new weakness tag.

    • @Daniel-Strain
      @Daniel-Strain Před 5 měsíci +1

      @@CityofMistAh cool, so not all statuses work the same. Thanks!

  • @Maehedrose
    @Maehedrose Před 6 měsíci +1

    I disagree with an aspect of this encounter. The soldier ran to intercept the blow and had 4 power when doing so - he should have been able to use that power to parry and lower the severity of the blow without the necessity of another roll. Otherwise, there's no value in rolling to see if he can close the distance since doing so gave him no advantage. If there's no advantage to success, then there's no point in rolling the dice.

    • @jkpsimplicio
      @jkpsimplicio Před 6 měsíci +1

      The act of running to put himself between the two is a narratively charged moment, therefore it could fail and lead to consequences, and thus you roll. The tags used powered his dash to action, not his ability to withstand a blow so they wouldn't be applicable.
      Running heroically, however, did not deal with the threat, so a consequence was warranted. Now he has the opportunity to mitigate the consequence of not addressing the threat.
      Not sure what you mean by there not being a point in rolling in this situation.

    • @Maehedrose
      @Maehedrose Před 6 měsíci +3

      @@jkpsimplicio I strongly disagree, this was an unnecessary roll and served no purpose - failing to run would have incurred a repercussion like having to then roll vs the attack but he didn't fail to run, he greatly succeeded. This is a bad call.

    • @jkpsimplicio
      @jkpsimplicio Před 6 měsíci +3

      @@Maehedrose I guess I'm not following your thinking. The threat was: The Sentry is dangerous and seems intent on attacking Willow.
      Failing to get there in time would have resulted in the MC delivering Consequences, most likely by giving Willow a status so it is consistent with the Threat established in the beginning, or perhaps something else like destroying the fence and giving the Red Marshal a status, alerting other Sentries (if the narrative calls for scaling the conflict).
      The Red Marshal didn't fail, but he didn't address the threat in the narrative either, so Consequences were delivered because he "ignored the threat", not because he failed a roll, and therefore he suffered the blow that he never disrupted instead. Now, he can roll to Mitigate the Consequences (remembering not to double dip on the tags he's used for the dash) for a chance of reducing that status. He shouldn't be able to parry the attack just because he rushed to intervene.
      If anything, we can argue that the act of running heroically to intercept the blow wasn't the best decision, maybe the Marshal should've thrown a weapon, maybe he should've tackled the Sentry, but then those 4 tags wouldn't apply, and the Sentry's statuses and tags would've likely come into play.
      You're not supposed to roll just when there's an advantage to be had on a success, you're supposed to roll when failing presents interesting narrative branches.
      The system relies on a promise and pay-off flow. You, as the MC, 'promise' something will happen because of X, someone takes action in the narrative and if that action does not address or disrupt X, then Consequences must be delivered regardless of what you rolled for.
      I'm not sure I understand why you say that rolling for that action was a bad call.

    • @Maehedrose
      @Maehedrose Před 6 měsíci +3

      @@jkpsimplicio So, your argument is that, in this hypothetical, the GM gets to play a "gotcha" on the fighter's player because they didn't overexplain their obvious intent? Or do you suppose the warrior was running over there to shake hands with the zombie and get its autograph? The intention was clear, he was running over to protect the child - the goal is "protect the child" not "run". The act of running is incidental. People are always saying "don't require more rolls than you need to" and then immediately bend over backwards to justify unnecessary rolls. This reeks of the GM being petty and requiring extra rolls in hopes the player will fail. This isn't just a bad call, it's bad GM behavior.

    • @jkpsimplicio
      @jkpsimplicio Před 6 měsíci +1

      @@Maehedrose I'm not fighting you, not sure why the condescending tone. I was just having trouble getting your point.
      But you said it so yourself, the goal of the action was to protect Willow, not let her get hurt. He succeeded in doing so, did he not? Had he failed his roll, she would've suffered the consequences.
      In doing so (defending Willow) he took the blow instead. Now when something happens to you, you can mitigate the status, that's just the rules of the game.
      Now, the player can decide that instead of running to prevent Willow from getting hurt, he could be running to attack the Sentry, and then the MC would turn this into a tracked outcome, and maybe even the tags would've been different. Or maybe the player didn't want to attack but instead disarm the Sentry, all of that would require a different approach, different tags.
      As an MC you should let your player know about the nuances and how the narrative dictates what happens in a narrative based game. There's no gotcha moment, it's not pettiness, it's how the system works.
      And you may not like the system the way it is, and that's okay. But this wasn't a bad call from the DM, it is as described in the rules.

  • @Skrotetor
    @Skrotetor Před 6 měsíci +3

    My Lord the definition of clunky

    • @mattpace1026
      @mattpace1026 Před 6 měsíci

      And the irony is that they were trying to make it simple.
      Clearly, they never learned the difference between "simple" and "straightforward."

  • @scholtzovsvet5724
    @scholtzovsvet5724 Před 5 měsíci

    Ok so the DND min-maxers will have a constant struggle with GM about using as much of their tags as possible in every situation. I know that you want focus on storytelling but i am not sure if the right way. As i saw it the scene will be like... "I am taking spotlight, can i?", "wait until Mark will finish", "Ok can i take the spotlight now?" Yes, go on.. ok soooo... now a minute long thinking about what is the best way possible to use their tag. Those mechanics want to be storytelling but it will do the opposite way, taking attention away from story. It seems like there are mechanics in things that are just "Intuitive".

  • @rhettr4923
    @rhettr4923 Před 5 měsíci

    Great video, lame game though sorry 😞

  • @themorganrobertson
    @themorganrobertson Před 6 měsíci +3

    I'll be honest ... this gameplay didnt look super fun. Just feels clunky.

    • @DTux5249
      @DTux5249 Před 6 měsíci +2

      Yeah, as a CoM player it feels like removing moves has left the system a bit lost on when rolls are required and how to use them.
      They're just saying "fuck it, when in doubt, roll!", and the engine is neither deep, nor streamlined enough to justify this much mechanical interference.

    • @FlorsheimTeam
      @FlorsheimTeam Před 6 měsíci

      As a city of mist player, I have to agree that this looks wonky and I am not sure it would be fun

    • @metakarukenshi
      @metakarukenshi Před 6 měsíci +5

      huh.. I thought it looked more interesting than most Combat in systems like DnD, felt more story based than having to fiddle with numbers and stats for 5 mins each round.

    • @nairocamilo
      @nairocamilo Před 6 měsíci +1

      It's interesting, I only felt the Tracked Outcome was clunky

    • @themorganrobertson
      @themorganrobertson Před 6 měsíci

      Oh I love cinematic combat and games, including PbtA which is the system their original game is (loosely) based on; But this in particular didn't look engaging or fun. And it looks like itll turn into a lot of "well can I make this sound plausible", which isnt a fun game to me.@@metakarukenshi

  • @mattpace1026
    @mattpace1026 Před 6 měsíci +1

    These guys must've thought they were in a competition with Matt Colville to make the worst TRPG system possible.