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Tuesday Group

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Lets post in this thread for our group, instead of a new for each session.
Ok. Looking forward to getting back to the Moathouse. 
Me to, Town is too dangerous.
Sorry about yesterday guys, I didn't wake up.
Flagusdile said: Sorry about yesterday guys, I didn't wake up. You didn't miss much.. expect that Mr Ander Smith is now a Dark Elf. :P What about our rewards Nate?
RIP Ander.
SionoiS said: Flagusdile said: Sorry about yesterday guys, I didn't wake up. You didn't miss much.. expect that Mr Ander Smith is now a Dark Elf. :P What about our rewards Nate? WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAT ?! I've missed one of the most important session...
Haha.  Ander is not a dark elf.... yet! I will get to rewards shortly.  Busy week at work, and I have a presentation to give tomorrow.  I will try to get them up tonight though.
Okay, finally rewards... sort of: Marfose, 1 F, 1  P Sabeth, 1 F Grazz, 1 F, 1 P Mr. S, 2 F MVP, I would vote for Sabeth actually, for convincing a certain party member to not dismember another party member Teamwork, I vote for Marfose, since he donated a few checks, made items to share in camp, and helped in camp in a pretty dangerous place. Embodiment, I really enjoyed the RP last session. You guys are certainly taking it to new levels.  I think Testify did great with Grazzer.  Marfose and Sabeth were great too.  What do you guys think?
For embodiment Grazzer or Marfose for sure!
I'm sorry guys, something came up and I won't be here tonight. This month isn't my month so I made a planning : October 6th : NO October 13th : YES October 20th : NO October 27th : YES (normally) Anyways, I'm sorry for this and I'll see you next week have a nice game !
No problem . Thanks for the heads up.
Hopefully I will see the rest of you tonight.
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No Huron? One less fi...riendly elf around. Just when I was starting to be marginally nice to them, too. :( See you soon dude. Let's just get rewards squared away after the prologue is given tonight, so that everyone has last session fresh in their mind. Not like we'd forget or anything. *cough*
Right.  Rewards are listed above, with Embodiment going to Grazz and Marfose.  We can review at the start of tonight's session too if needed.  Prologue should help a bit.
I'd just like to say the last two sessions have been quality Torchbearer play. We have some cool roleplay and interactions going between the characters, and really are starting to get our heads around the adventuring business... which means it's time for Nate to start ruthlessly murdering us. Looking forward to more of this guys, and let's start branching out and developing our characters to really challenge each other for that personification reward each week!
git gud at rol plah m8... Seriously, I like the RP and the adventure so far, let's keep developing our character further.
Just found out I need to work very late tomorrow. Could we push this weeks game to Wed or Thurs?
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh I can do that, if the others can.
Can do!
Let's make it Thursday. I just got another bucket of work 😣
ok!
thats better for me as well see you thurs
I'll try to be there, can't promise though.
Ok. We will see if we get enough to play. I hope you can make it Flagusdile. 
:thumbsup:
cool.  Looks like we will have at least 3-4 plus Eric if he shows.  Should be fun.
Yeah sorry I forgot to mention I couldn't make it today, see you next Tuesday 9:00pm EST.
Hey guys, I hate doing this, but I am too exhausted and sick to run tonight's game.  Too many late hours in lab I think, and I want to be at my best for the upcoming sessions to finish off the dungeon.  Can we reschedule for Wednesday or Thursday this week?  Please post if you can play one or both of those nights (and say what night works), and then please mark your calendar so we can play with enough people.  Again, apologies.  My big experiments are over for the time being, so once I recover I hope to be back onto the normal Tuesday schedule.  Thanks for being flexible.
No problem Nate, get some rest. Wed/Thurs both work for me.
anyday for me too, take care Nate!
Wednesday works for me, but not thursday.
ok tonight, Wednesday it is. Testify and Eric?
wed tonight? yes I can join.
Great!  Mark your calendars or set alerts or whatever you need to do. See you tonight. 
Great session last night guys.  It was a blast.  The tension is rising for certain. I also think it is high time I brush up on some of the rules : 0
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This week's session actually has me thinking about failure, as there was a lot of it. Presented below are some thoughts I had about the system in general that I wanted to share that maybe you guys will find useful. A lot of these things are more focused on OOC pacing of the game than anything else. Most of what I have to say doesn't even go against the rules, it simply fits into details that the rules pass over. However, I do feel that rules authors expect us to adjust their rules to better fit our own games. Multiple consecutive twists can open interesting new subplots - or force the players on a huge tangent that none of us find any joy in pursuing. As we also discovered this week they can quickly spiral into "set a camp? we haven't even managed to light a torch tonight." While earning a condition at least guarantees that the goal of a test is achieved, often a twist may nullify success or introduce an entirely new obstacle to overcome. In many ways this can be a more severe and far-reaching consequence than earning a condition. In a session where things seem to be turning south for the adventurers (did we succeed on anything?) sometimes it's more important to hand out a condition (or a minor twist that doesn't demand more tests) and a met goal to change up the pacing and throw us, as players, the proverbial bone. Remember, it's Torchbearer; we will inevitably find our own deaths, you needn't show us the way. A thought for managing twists in a more systematic way that might be useful is giving them a rating of 1-7 as an equivalence to the condition track. So, 1 would be a rather simple inconvenience that is easily counteracted with a small expenditure of time or resource, while 7 would be an extravagant detour or unexpected calamity that may well hold our dooms. For any given situation you should have both a condition and twist in mind that are appropriate outcomes of failure, and both should work out to equivalent or slightly lesser rating. The weight of these should in general be based on inherently obvious risks of the situation or difficulty (if you're attempting an ob 7 test the consequence of failure will probably be just as epic as that of success). Handing out a condition or twist that is clearly greater than the degree of risk involved should rarely, if ever, be done. Another thought is with regard to twist conflicts. Conflicts are by far the most protracted part of the game as well as one of, if not the most, dangerous parts of the game. Conflicts as the result of a twist should not be handed out lightly, as even a flawless success in the contest still forces compromises on the party (note: I personally think this point should be reconsidered). Furthermore, by the above scale, I'd place twist conflicts in the 5-7 range, with a very easy one (superior might + numbers) falling at a 4. Exhausted gets handed out a LOT from conflict compromises with additional twists on top of them, so I feel a conflict given as the result of a twist should be reserved for more consequential failures. Additionally, I would avoid giving out more than one conflict twist in a single session (and seriously consider alternatives if a non-twist conflict has already occurred that night) simply because it's a large portion of our time, and in the case of monsters that are already in our way and we'll have to get around to anyway, I'd much rather be able to spend my night doing some adventuring with a condition or some other twist than say, "what did I do with my night? Well, I got into a couple fights and... then we had to end." Something else that may be worth considering is giving players options for failure. I can think of two potential ways of doing this. The first method could be involve the players having opportunities to say, "hey, we'll just take a condition instead of this twist" or vice-versa. The frequency of this could take many forms, from every player having X chances to do this between each town phase, to the party leader getting a couple opportunities per session to choose for the group. Alternatively, it could be the GM that chooses in some situations to say, "hey, you failed and things go wrong. You can push yourself and take this condition in your effort to recover the failure before it snowballs into this twist, or you can steel yourself and accept your failure and the new challenge it presents." In this way, the players can have a little bit more choice in where the story leads and how their characters face adversity (ex. "Marfose is a tireless paragon of Dwarven commitment, stubbornness, and ingenuity. He'd rather work himself and his companions to exhaustion than see the bridge he's building crumble into ruin. That and there's no way that Ted the player wants to have to deal with getting this caravan across the raging river some other way."). I'll probably have more ideas later but that's what I have off the top of my head. I have some specific roses/thorns from last session that I'll post in a bit that also follow this topic. These are just my thoughts, feel free to be constructive with them or offer your own.
By experience I would say that interpreting conflict result can be extremely tricky. In our case maybe adapting an adventure made for another system probably didn't helped either. I agree with TED, twist can be way worse than conditions, but to me, last night didn't feel like too much twisting. I like systems that have rules for the GM, in this case balancing twist vs conditions is an art with some guidelines. I also want to say that, TED, last night you seemed very tired, maybe it affected how you saw things.
Interesting points TED.  I have several thoughts about the other night's session, as I do after EVERY session. :) "Multiple consecutive twists can open interesting new subplots - or force the players on a huge tangent that none of us find any joy in pursuing. As we also discovered this week they can quickly spiral into "set a camp? we haven't even managed to light a torch tonight." While earning a condition at least guarantees that the goal of a test is achieved, often a twist may nullify success or introduce an entirely new obstacle to overcome. In many ways this can be a more severe and far-reaching consequence than earning a condition. " To clarify things, there was only 1 Twist used the other night. The ghouls began hunting the party as a result of a Twist from a previous session. The happened several tests before the subsequent Twist that put the party at Conflict with the ghouls (Grazzer failing to open the door and spy on them without being seen). Sure, there are two ways to handle that failed test: Go with the Twist and have a Conflict or hand out a Condition and let the party escape unnoticed, leaving the suspense of having ghouls on the hunt. My intention was to drive the party deeper into the dungeon, and that is what transpired. I think both options are viable, and both would have resulted with movement of the party.  "In a session where things seem to be turning south for the adventurers (did we succeed on anything?) sometimes it's more important to hand out a condition (or a minor twist that doesn't demand more tests) and a met goal to change up the pacing and throw us, as players, the proverbial bone. Remember, it's Torchbearer; we will inevitably find our own deaths, you needn't show us the way." I definitely did throw you guys a bone, although you may not know it or completely appreciate it yet. The party is still alive, with a chance to survive. What more can you ask for? The gnolls offered several avenues of survival to the party, and more may or may not be available, if Huron stops threatening them :) "Another thought is with regard to twist conflicts. Conflicts are by far the most protracted part of the game as well as one of, if not the most, dangerous parts of the game. Conflicts as the result of a twist should not be handed out lightly, as even a flawless success in the contest still forces compromises on the party (note: I personally think this point should be reconsidered). Furthermore, by the above scale, I'd place twist conflicts in the 5-7 range, with a very easy one (superior might + numbers) falling at a 4. Exhausted gets handed out a LOT from conflict compromises with additional twists on top of them, so I feel a conflict given as the result of a twist should be reserved for more consequential failures. Additionally, I would avoid giving out more than one conflict twist in a single session (and seriously consider alternatives if a non-twist conflict has already occurred that night) simply because it's a large portion of our time, and in the case of monsters that are already in our way and we'll have to get around to anyway, I'd much rather be able to spend my night doing some adventuring with a condition or some other twist than say, "what did I do with my night? Well, I got into a couple fights and... then we had to end." I have noticed this fatigue as well, both as GM (a lot) and as a player.  I try to limit Conflicts to 1 or maybe 2 per session depending on how things are going, and if the party just went through a Conflict, I try to follow up with Conditions rather than a Conflict leading to a Conflict leading to a Conflict.  I think in the entire time I have GMed this game I have never had a Conflict lead to a Conflict as a result of a compromise/loss.  That said, Conflicts are a necessary part of the game, and can add a lot to it when used appropriately.  I honestly felt that after being spotted by ghouls, it made perfect sense to flee from them, and a Conflict was a nice way to resolve that. As I said above, the Twist from Grazzer's failure instigated a Conflict that was waiting to happen.  It wasn't as if I said, oh the door squeaked and for that I am going to send 4 undead flesh eater upon you!" The party decided to go back and look (which you have made perfectly clear that you are against.  Maybe it is time for Marfose to take charge of the party? If nothing else, you have learned a valuable lesson about delving).On top of that, it was the party's choice to not camp or light more light sources before making the test leading to the Conflict, which allowed the torch to burn out and greatly increase the difficulty of the Conflict.  Furthermore, because of the ensuing darkness your Conflict options were completely limited, and may or may not have resulted in a much more difficult Conflict.  As players, you all need to be accountable for your choices, as much as the GM is accountable for his/hers. That is the beauty of this system and I think the party learned another valuable lesson about delving. Regarding your last point, the funny thing about last session is that you guys were not in a single fight.  Also to clarify the compromise results, because it was a tie neither side won.  Therefore, it could have been, "the ghouls don't capture you, but you don't escape from them either."  It would take the Flee Conflict off the table, since we had just finished that, so where does that leave us?  According to the rules, there isn't really any other option, so I either make something up on the spot, or change the compromise.  The rules clearly state that it should be painful to both sides, so you guys effectively go what you wanted, "escaping from the ghouls", but at a painful cost, Exhausted and Afraid. As I said Wednesday, I thought those two conditions fit very well with the situation and reflected the effort and near complete failure of your escape.   Twists can most certainly be more dangerous than a condition; I think that is the point. Twist are supposed to range from something trivial, so something dire. Having a "scale of risk" is an option, but since it is not in the rules, I am not using one. I try to make the Twists fit with the story at hand, while considering the difficulty and context of the test.  I most likely wouldn't set a dragon loose on you because you fail to carry a heavy barrel from a store room.... unless that dragon happened to be sleeping in the same store room. "Something else that may be worth considering is giving players options for failure. I can think of two potential ways of doing this. The first method could be involve the players having opportunities to say, "hey, we'll just take a condition instead of this twist" or vice-versa. The frequency of this could take many forms, from every player having X chances to do this between each town phase, to the party leader getting a couple opportunities per session to choose for the group. Alternatively, it could be the GM that chooses in some situations to say, "hey, you failed and things go wrong. You can push yourself and take this condition in your effort to recover the failure before it snowballs into this twist, or you can steel yourself and accept your failure and the new challenge it presents." In this way, the players can have a little bit more choice in where the story leads and how their characters face adversity (ex. "Marfose is a tireless paragon of Dwarven commitment, stubbornness, and ingenuity. He'd rather work himself and his companions to exhaustion than see the bridge he's building crumble into ruin. That and there's no way that Ted the player wants to have to deal with getting this caravan across the raging river some other way.")." I completely understand where this is coming from, and I like the idea of collaborative play.  However, I have some major resignations about it.  First, the game can stall enough as it is.  Choosing actions in a Conflict eats up a lot of time.  Imagine of every Test results in a player choice!  That means the GM has to first think of two possible outcomes, rather than 1; then the player has to choose which of those they want, carefully considering the ramifications of each choice.  I can only imagine the other players weighing in as well.  I think the game would grind to a halt very quickly.   I say, rather than looking for more control in choosing between Twist and Condition, TAKE control of you character and make things happen. I'll go back to the ghoul situation because it is so poignant.  Any party member could have said, "Wait!  Before you crack that door open I'm going to light a torch... just in case."  Also, maybe it is time for someone to step up and BE the party leader, whoever that may be.  I think the, "let's take turns being leader" concept has run its course.  The party languishes because of it, and it could benefit from having a focused leader, whether their focus is obtaining treasure, eradicating the cultists, finding lost lore, etc. Another thing that you guys can do is roleplay your tests. If Marfose would push himself to exhaustion building the bridge, describe that to me.  If you fail, sure I may give Exhausted, but I may not because I have something else in mind, but at least you are taking control of Marfose for the test and giving me more detail to work with.  Also, as GM I can try to reciprocate that effort and describe things in such as way that the potential consequences of failure are more clear.  I think that would be a good way to go; just keep in mind that some Tests happen spontaneously so the GM doesn't always have a clear consequence of failure in mind. I'm always happy to get feedback or perspective from players as long as it is constructive.  It helps me become a better GM, and hopefully in turn will make the game more enjoyable for everyone.
"By experience I would say that interpreting conflict result can be extremely tricky. In our case maybe adapting an adventure made for another system probably didn't helped either. I agree with TED, twist can be way worse than conditions, but to me, last night didn't feel like too much twisting. I like systems that have rules for the GM, in this case balancing twist vs conditions is an art with some guidelines. I also want to say that, TED, last night you seemed very tired, maybe it affected how you saw things." I agree with Simon.  it can be difficult, which is why sometimes I ask for input to see if what I am thinking is appropriate. As I said, only 1 twist the other night. TED, you did sound very tired.  Overall, I thought it was a great session, even if it was very different from the Status Quo.
I understand you're trying to contextualize what I said in terms of last session, but I was going for generalized ideas. Here's my notes from last time. Thorns Afraid, exhausted, and lost was the compromise of the flee conflict. However, we were immediately spotted by gnolls and had to deal with them before we could catch our breath. So really that's a second twist that got thrown in on top. They could well have spotted us once we lit a torch or did something, but as being spotted by the guards wasn't a part of the compromise it felt quite forced, and led to more failed tests in the dark. If the players really want to avoid a conflict and they have an appropriate means of doing so, I'd be very much inclined to let them at least try. I felt Marfose having to make a health test to hold fast the door as the twist with failure obviously meaning conflict would have been a very reasonable thing to do. Not every manner of dealing with hostile creatures is a conflict test, and I think creative and story-driven responses shouldn't be ignored. Roses The gnolls came out as potential allies. Rather than having to face them as adversaries we were given the opportunity to strike a bargain with them. An excellent departure from killing everything in sight. Sabeth's failure in playing her music was a good example of a "soft" twist that I mentioned previously. Rather than being forced into further circumstances and more tests we simply marked the damaged/stolen gear and were able to move on. It came at a good point where a more complex twist would have slowed things down. The constant reminder of the hunting ghouls was an excellent example of build up to a latent twist, and brings me to a point on good practice with such twists. When a twist arises from a failure, it should come into existence immediately, though the consequences of the twist may not affect the party until later. By this I mean the GM should never be 'holding onto' a twist - it needs to be determined before the next roll is made. If a twist will have immediate consequences they should be very clearly laid out. For latent twists, in some cases the twist may not be outwardly obvious - the failed scout test may mean that the manticore remains hidden, waiting in silent ambush - but more often it adds to the fun to play up the looming consequences of your failure. ex. "Gandalf fails to recall which way to go. Leading the party down the eastern passage, they come upon a burial chamber filled with Dwarven corpses. Before the party has much time to look around, Pippin manages to tip a corpse into a well, making a terrible racket. The party stands in silence for a long, horrifying moment. From the depths below, they hear the distant beat of a war drum." Much like the encroaching wails of the ghouls, this foreshadows coming troubles for the party and builds dramatic tension in the game. 
I mentioned the shrieking ghouls again and again and again.  This was to prevent an AHA! Twist which I am not a fan of.  Regarding the door, I don't think players should be able to interject a proposed Test to avoid a Conflict/Twist, even if it fits with the story. It slows the game down and encourages the players to try to negotiate softer or more desired results. That said, the situation could have been handled more smoothly, but the game doesn't always go perfectly.  I see the confusion with the gnolls now.  The compromise was the conditions and that you end up in the same area as the gnolls., so they spotted you., no test needed because you were running for your lives.  This is is all great discussion. Thanks for the input guys. 
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I agree with TED "holding onto" a twits should not happen. I also agree that a player should not be able to interject, when a player fail a test, the GM take over. Next time we have to deal with conflicts results I think we should take a closer look at the "intents" instead of compromises. Technically, when a conflict is tied, either party achieve their goal, but in our case the ghouls ceased to be an immediate threat and I don't think they should of.
I thought it was a good session and was really glad we survived because, I made a very bad decision:). I should not have opened the door but thought it was the way to take the freed prisoners back to town. Even so it was not well thought out and I had so many bad rolls. I'm not beating myself up for it, I realize you guys are discussing other things as well. I honestly don't know the rules well enough to get into this as deeply as the rest of you.  I did feel that running into the Gnolls felt like out of the frying pan and into the fire at first, but realized it wasn't so harsh and more of an opportunity, at least to live for the moment .  My take away is, play it safer and brush up on the rules.
SionoiS said: I agree with TED "holding onto" a twits should not happen. I also agree that a player should not be able to interject, when a player fail a test, the GM take over. Next time we have to deal with conflicts results I think we should take a closer look at the "intents" instead of compromises. Technically, when a conflict is tied, either party achieve their goal, but in our case the ghouls ceased to be an immediate threat and I don't think they should of. Completely agree with that Simon/TED. Simon, I agree with looking at intents.  Resolving compromises is not a very straight-forward process.  Monsters/Denizens are not supposed to have Intents other than the reciprocal of the party's Conflict choice.  I'm still wracking my brain about how to handle that compromise so that neither side wins but the game can move forward. I guess I would say that the ghouls are still a threat, even if not an immediate one. The party paid a pretty heavy price for escaping, but is alive. The ghouls are still in the dungeon somewhere.  Whether or not you run into them again will depend on where you go and what you do.
That makes sense, just because we escaped doesn't mean they disappear.
No session last night as we didn't have enough players. I was just thinking yesterday that it has been great to be able to play consistently enough to generate a discussion of the game like webpage been having on the forum.  I guess I jinxed last nights game(  me).   seriously though, the discussion has made me think a lot about the game from both sides of the table and how I can improve play.  Since we we have another week until the next session keep posting your thoughts if you have any.  Cheers
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Sorry for not giving advance notice. Wanted to try making it but I've been sick all week and I really peter out in the evening so by the time I reached gametime I was already falling asleep.
I totally blanked and thought it was monday just realized now thinking it was tues night.
Don't forget we are playing tomorrow  at the usual time. See you then