I’ve been rather quiet both here on the blog and on social media lately, so I thought I’d give a quick update. Despite my lack of updates, I’ve actually had games happening! My Deadlands Fate game had it’s second session, which you can listen to a podcast of over at DnDAcademy.com. If you are interested in hearing this method in action, you really should give it a listen. I also recently started a once-a-week lunchtime gaming group at my office. This one is a modern fantasy game heavily influenced by Dresden Files RPG and World of Darkness. I’ll get more info up on those soon!
Some Basic Reflections
Approaches, and Player Psychology
I am also occasionally finding myself saying, after they state a desired course of action, “based on what you’ve described, there’s no way you can use [Approach].” Or “if you try to do that using [Approach] then it will be harder, how else might you do it?” I usually only bother doing this to push them off of their peak Approach, to get some variety in things, and keep them on their toes. Also some things I just lock into a certain Approach. For example – I’m handling Initiative by always calling for a roll using their Quick Approach, plus an ability appropriate to the conflict. For combat (the most common example) they can use either Athletic or Combative, their choice. I’m finding that these factors keep players from always relying on their peak Approach.
To be honest, I’ve actually been surprised at how often players happily volunteer to use their secondary Approaches and Abilities instead of their peak approach. They pretty much NEVER use Approaches or Abilities that they have zeros in, but I’m honestly not surprised by this. My wife straight up said this after our first play session with her swashbuckler, Scarlet VonRosen. “Those other things may as well not exist, because I’m going to do my darndest to figure out how solve every problem using either Combative, Social, or Athletic, while being Flashy, Clever, or Sneaky.” To which I say, bravo! Instant character style and identity. There’s enough variation there to keep things interesting, but it also keeps characters focused on what makes them awesome.
I’ve also just updated the playtest doc with a few minor additions. You can get it here, if you want to give it a spin for your own game.