What is "Sim-Lite"?
Summary
TLDREl juego 'Broken Empires' se define como un juego de rol de fantasía dramática y ligero en simulación. El creador enfatiza la importancia de los personajes tomando acción y persiguiendo objetivos para avanzar en la historia, contrastando con juegos de rol más tradicionales. La fantasía se presenta como un género familiar pero con elementos únicos, y 'Sim light' indica un equilibrio entre detalle y fluidez en el juego. El énfasis en la inmersión y las consecuencias de las acciones de los personajes, junto con la interacción entre el jugador y el juego, crean una experiencia rica y dinámica.
Takeaways
- 🌐 El juego 'Broken Empires' se describe como un juego de rol de fantasía dramática y ligero en la simulación.
- 🎭 'Dramatic' hace referencia a la necesidad de que los personajes tomen acciones y enfrenten obstáculos para lograr sus objetivos, creando así la narrativa del juego.
- 🧙♂️ 'Fantasy' implica que el juego está en un género que es interno y consistente, con referencias culturales y geográficas que son familiares para los jugadores.
- 🕹️ 'Sim light' indica que el juego busca un equilibrio entre la simular profunda y la resolución rápida de conflictos, sin ser un juego de rol completamente de simulación.
- 🎲 El progreso y la obtención de puntos de experiencia en 'Broken Empires' dependen de la persecución de objetivos por parte de los personajes y de enfrentar riesgos al lanzar dados.
- 🏰 El juego está diseñado para ser inmersivo, con un enfoque en la experiencia de los personajes y la historia que se desarrolla a través de sus acciones.
- 🗣️ 'Role playing' es crucial en el juego, donde las decisiones y el lenguaje utilizados por los jugadores influyen en el resultado de las interacciones en el juego.
- ⚔️ Los conflictos y las interacciones sociales son fundamentales en 'Broken Empires', y se resuelven a través de la combinación de habilidades de personaje y suerte al lanzar dados.
- 🌟 Los objetivos de los personajes y los obstáculos que deben superar son esenciales para el desarrollo de la trama y la experiencia de juego.
- 🧩 El juego ofrece un mundo abierto y de arena de juego, donde los jugadores tienen libertad para establecer sus propias metas y el GM desafía esas metas con obstáculos.
Q & A
¿Qué significa 'dramático' en el contexto del juego 'Broken Empires'?
-En el juego 'Broken Empires', 'dramático' se refiere a que cada personaje debe tener deseos y tomar decisiones para superar obstáculos a fin de lograr sus objetivos. Esto es fundamental para crear una historia y experiencia de juego interesantes.
¿Cómo se define 'fantasía' en el juego 'Broken Empires'?
-La 'fantasía' en 'Broken Empires' se refiere a un género que, aunque tiene elementos mágicos y fantásticos, debe ser internamente coherente y proporcionar un marco de referencia familiar para que los jugadores puedan entender y interactuar con el mundo del juego.
¿Qué es 'simulación ligera' y cómo se aplica en 'Broken Empires'?
-La 'simulación ligera' en 'Broken Empires' busca un equilibrio entre la resolución detallada y la rapidez de juego. Ofrece suficientes detalles para que los jugadores sientan inmersión y realismo, sin sacrificar la fluidez del juego.
¿Por qué es importante que los personajes tomen acción en 'Broken Empires'?
-En 'Broken Empires', la toma de acción es crucial porque es la única manera de avanzar en el juego. Los personajes deben perseguir sus objetivos activamente para obtener puntos de experiencia y desarrollarse dentro del juego.
¿Cómo se ganan los puntos de experiencia en 'Broken Empires'?
-Los puntos de experiencia se ganan al perseguir metas y superar obstáculos, utilizando habilidades y enfrentando desafíos que se presenten en el juego. Esto puede incluir tanto conflictos físicos como sociales.
¿Qué papel juegan las 'Stakes' en el juego 'Broken Empires'?
-Las 'Stakes' son fundamentales en 'Broken Empires', ya que definen lo que está en juego en cada encuentro. Representan lo que los personajes pueden ganar o perder al perseguir sus objetivos, dando un sentido de urgencia y significado a las acciones del jugador.
¿Cómo se aborda la inmersión en 'Broken Empires'?
-La inmersión en 'Broken Empires' se logra a través de la扮演角色 y la toma de decisiones que el personaje haría en situaciones dadas. Esto puede incluir hablar en primera persona y asumir la identidad del personaje para una experiencia más rica.
¿Por qué es importante la elección de palabras en las interacciones sociales del juego?
-La elección de palabras es crucial en las interacciones sociales porque直接影响 la habilidad que se debe utilizar para resolver la situación. Esto requiere que los jugadores se comuniquen claramente con el GM para que se pueda determinar la habilidad adecuada para el desafío.
¿Cómo se mezclan las decisiones del jugador con las habilidades del personaje en 'Broken Empires'?
-En 'Broken Empires', las decisiones del jugador y las habilidades del personaje se mezclan al permitir que las elecciones de táctica y diálogo del jugador informen qué habilidad se debe utilizar en un desafío, creando así una experiencia de juego dinámica y enriquecedora.
¿Cuál es la filosofía de diseño subyacente en 'Broken Empires' que guía su desarrollo y gameplay?
-La filosofía de diseño de 'Broken Empires' se centra en la dramatización de la fantasía, la inmersión en el personaje, y la importancia de las decisiones y desafíos que enfrentan los personajes para avanzar en el juego, todo en un marco de mundo coherente y familiar.
Outlines
🎮 Introducción al juego de rol 'Broken Empires'
El presentador introduce el juego de rol llamado 'Broken Empires', enfatizando la importancia de los términos 'dramatic fantasy' y 'sim light role-playing game' en la filosofía de diseño del juego. Expone que estos términos no son solo de marketing, sino que tienen un significado profundo y están relacionados con su experiencia de más de 40 años en el ámbito de los juegos de rol. El juego se basa en principios y filosofías claves que el creador considera cruciales para el diseño y la experiencia de juego, y busca transmitir estas ideas a través de la mecánica y la narrativa del juego.
🌟 La importancia de la 'dramática' en los juegos de rol
El presentador discute el término 'dramático', aclarando que no se refiere a juegos de historia, sino a la esencia de la dramaturgia que implica un personaje que desea algo y toma decisiones para superar obstáculos. En 'Broken Empires', los personajes deben tener objetivos y tomar acciones activas para avanzar en el juego, lo que crea una experiencia de juego dinámica y enfocada en la superación de desafíos. El juego fomenta la inmersión y la interacción con el mundo, donde los personajes no son pasivos sino que influyen en el entorno y reciben respuestas de él.
🔮 El género de 'fantasy' y su conexión con la experiencia humana
El video describe el género 'fantasy' como un medio para explorar la verdad de la experiencia humana en un mundo fantástico y coherente. El presentador enfatiza la importancia de la consistencia interna y la referencia cultural en la construcción de un mundo de juego que sea inmediatamente reconocible y comprensible para los jugadores. 'Broken Empires' utiliza culturas y entornos que son familiares para los jugadores, pero con elementos únicos que lo hacen fantástico, manteniendo un equilibrio entre lo conocido y lo extraordinario.
⚔️ 'Simulación ligera' y su impacto en la experiencia de juego
El presentador explica 'simulación ligera' como un enfoque que busca un equilibrio entre la resolución detallada y la velocidad de juego. En 'Broken Empires', se opta por una experiencia de juego que ofrece detalles significativos sin sacrificar la fluidez del juego. Se abordan temas como la inmersión, la importancia de las decisiones y la representación de acciones y consecuencias en el mundo del juego. El juego incorpora elementos narrativos que enriquecen la experiencia de juego sin caer en la rigidez de una simulación total.
🗣️ El rol de la 'rol扮演' y la 'juego' en la experiencia de juego
El video subraya la importancia de la interacción entre el rol de los personajes y los mecanismos de juego en 'Broken Empires'. El presentador discute cómo la inmersión en los personajes y la toma de decisiones basadas en sus objetivos es fundamental para el progreso del juego. Se enfatiza la necesidad de establecer apuestas claras en cada encuentro, donde los personajes tengan algo tangible que ganar o perder, creando una dinámica de juego en la que las decisiones y las acciones tienen consecuencias significativas.
Mindmap
Keywords
💡drámatico
💡fantasía
💡simulación ligera
💡rol de juego
💡experiencia
💡objetivos
💡apuestas
💡inmersión
💡mecánicas de juego
💡contexto
Highlights
The Broken Empires is a dramatic fantasy, sim light role-playing game designed to immerse players in a world where character actions drive the narrative.
The game emphasizes 'dramatic' as a core principle, meaning characters must actively pursue goals and overcome obstacles to create a compelling story.
Experience points in The Broken Empires are earned by pursuing character goals, not just through combat or treasure acquisition.
The game is set in a fantasy world that is internally consistent and provides a frame of reference for players to easily understand and engage with.
Fantasy in The Broken Empires is about meaningful choices within a world that, while fantastical, is grounded in recognizable and consistent rules.
The term 'sim light' refers to a balance between detailed simulation and speed of play, aiming for a game that is rich in detail but not overly cumbersome.
The game mechanics are designed to support role-playing by requiring players to make decisions as their characters would, influenced by both player choice and character skills.
Stakes are crucial in The Broken Empires; every encounter should have clear risks and rewards that matter to the characters.
The game encourages an open-world sandbox approach where players are free to set their own goals, with the GM providing challenges to overcome.
The Broken Empires is designed to be adaptable, allowing GMs to house rule and adjust the game to suit their group's preferences.
The game's design philosophy values both role-playing and game mechanics, creating a dynamic where player decisions and dice rolls work together.
The game's creator discusses the importance of creating tension through dice rolls, which adds an element of fun and excitement to the gameplay.
The Broken Empires aims to provide an immersive experience where players feel the consequences of their in-game actions and choices.
The game's system for social encounters is detailed, requiring players to consider their character's skills and the context of their actions.
The creator shares insights from over 40 years of gaming experience, influencing the design and philosophy of The Broken Empires.
The game is designed to be a partnership between players and the GM, with a focus on collaborative storytelling and world-building.
Transcripts
so the game is called the broken Empires
role playing game and the blurb
underneath the title is dramatic fantasy
Sim light role playing game so what does
that mean well those aren't just
buzzword marketing words anything like
that those are words that actually do
mean a great deal and there's a reason
why we have them in there so these words
actually speak a lot to my design
philosophy and what I'm trying to
achieve with the game and also kind of
what I value as a as a player as a GM
there's a core set of principles and
philosophies whenever
you're designing a game or even playing
a game really or running a game that you
kind of kind of keep coming back to over
over a career like I've I've been doing
this for over 40 some years and certain
things have come out as being like these
are important these are really crucial
things and because this game the Rogen
Empires is basically the best of 40
Years of
Gaming I'm looking at all the different
pieces I'm putting in the games and I'm
sort of thinking about why I chose those
things and that's where dramatic fantasy
simite role playing comes into so I
wanted to talk to you about what it
means so I've I'm super Hightech here
I've made some notes on my phone so I
want to go over these and I want to talk
about it and I want to sort of expound
upon it so the first word in that
description is dramatic so what exactly
does that mean there's there's a lot of
baggage with that
word uh in gaming circles there's a lot
of people that assume when you're
talking about dramatic it means you're
talking about story games and I am
absolutely not um story games for me are
some a very different Beast they're I'd
call them RPG adjacent I mean
technically they are RPGs but they seek
to serve a slightly different audience
they they seek to scratch a slightly
different itch than what I'm trying to
do with the game um so there's baggage
with that term so let me explain exactly
what I do mean when I say dramatic in
dramatic fantasy simulate thing so all
role playing games and in fact all drama
ever made is about a character wanting
something and then making a choice to
overcome the obstacle in his or her way
in order to get what they want that is
the essence of all drama you need a
character that wants something and that
character makes a choice takes an action
in order to overcome the obstacles in
their way and by doing so they arrive at
the conclusion and either they achieve
what they want or they don't but if you
have a character in any drama and I'm
talking movies TV plays anything
anything short stories anything if you
have a character that does not actively
take action make a choice then you don't
have drama then you don't have a story
because if you have only passive
characters in other words passive
characters that are sitting back waiting
for the world to happen to them those
are extremely dull characters with rare
exception so in the role playing game in
this game in the in the broken Empires
the idea that characters must take
action they must want something that is
absolutely crucial to the game
experience you can't just sit down at
this game and say I'm just going to be a
fighter and I'm just going to see what
happens I mean you can but you're going
to be you're going to quickly realize
that you're not advancing because so
crucial to the core principles of this
game are the ideals of take action
overcome
obstacles that the only way to advance
your character in this game is per is by
pursuing your goals that does not matter
what those goals are the goals could be
something as lofty as I'm going to track
down the Assassin who killed my parents
or I'm going to overthrow the kingdom
that invaded my homeland as a child or
it could be something as simple I'm
going to go into that dungeon and get
the treasure before I get
killed really it's as simple as that but
if you have a character that does not
want anything you don't have a game you
really don't so in the broken Empires
the only way to advance your character
the only way to earn experience points
is by actively pursuing those characters
goals and that is up to the players to
figure out and with the GM of course
it's a it's a partnership in
that the player characters must want
something or else there is no drama
there's no story they must want to push
on the world and when they do the world
pushes back somewhere else that is the
cycle of Drama Action and reaction I do
a thing and it affects the world and the
world responds this is the game and this
is all drama and this is how you advance
your character if you want to get
experience points in the broken Empires
you have to have a character with strong
wants and you set those up at the very
beginning and also those evolve over
time right they evolve with the story of
the
character and there's ways to do that
mechanically but it's very simple it's
it's essentially at the end of the
session you talk with the GM and the
rest of the table and you say did I
pursue my objectives and and there's a
very specific meaning in pursue your
objectives in the broken Empires it's
not just did I do a thing no it
specifically means did you put something
at risk
by Rolling
dice in order to achieve what you want
because the game is so robust in terms
of its conflict Arenas rolling dice
isn't just about combat physical combat
it is also about social interactions
it's about uh difficult
travel so these things all are arenas in
which to explore your character's wants
and desires to roll dice to use your
skills and to try to overcome the
obstacles that is is how you get
experience it's not by killing monsters
it's not by accumulating treasure these
things are their own rewards killing
monsters before they kill you is its own
reward obviously you survive to fight
another day gaining treasure is its own
reward but only through pursuing what
you want what your specific goals are to
you get experience now that could mean
kill the monster right I it's kind of
like in the in the game iron sworn how
you swear a vow I'm going to slay the
Beast that killed my best friend
whatever right okay in that case yeah
killing the monster that's pursuing your
goals or taking any actions using your
skills to overcome the obstacles that
are in your way between you and killing
that monster or you know gaining
treasure could be a goal too I'm going
to become the richest thief in the city
of aner okay cool then anytime you take
risks roll dice to overcome obstacles in
pursuit of that goal you get experience
points so dramatic that's what it means
it means that every character every
player character in the broken Empires
is about pursuing their goals and that
is what will create the drama of of the
character's story if you will the next
thing is fantasy well this is probably
the easiest one fantasy is a
genre uh a lot of people have asked me
actually is the broken Empires uh good
for sci-fi well I mean you could twist
it into a Sci-Fi game but it's fantasy
it's literally in the name fantasy uh it
still deals with people first and
foremost that is a crucial distinction
about fantasy that a lot of people
sometimes don't
make any good fantasy the the best
fantasy is always about being internally
consistent right you need the world to
make sense to the reader or to the
participant in this case and there has
to be a frame of reference that the
player characters the players rather can
grasp or the reader if it's a book or
the viewer if it's a TV show there has
to be a frame of reference that the that
the participants can grasp so that they
know exactly what the setting is right
so look at Game of Thrones Game of
Thrones is clearly fantasy it's very
internally consistent the rules of the
world and I'm talking about the books
here specifically the rules of the world
are set they're very similar to our own
world but there's differences there's
magic very subtle magic there's dragons
right there's things like that there's
the night king or the the the white
walkers as I believe they're called in
the
book it's internally consistent this
fantasy and there's a frame of reference
clearly westos is Northern England or
rather all of England with a bit of
Spain and a bit of France it's westros
is clearly the British Isles right
there's aspects of Scandinavia in there
and Os is clearly kind of like the
Mongols and the Eastern steps and things
like this and you know places more quote
unquote exotic so that frame of
reference is immediate it's not our
world it's clearly not our world but
it's close enough that we go oh yeah I
know what this is so in the broken
Empires you will see that the cultures
represented there are very familiar
they're not complete ripoffs you're not
going to find an actual England there
with the English political system of
feudalism and things like this but
there's an area well there are areas
rather in the world like the Westlands
which you know they're very familiar
they're they're like oh I think this
kind of feels like England or angavar
angavar feels a lot like France you know
ortio dandala feels a lot like Spain at
the sort of at the height of its Armada
years um frame of reference is very
important for me because I want my
players to immediately be able to see
and feel and hear and taste and smell
the world that they're in and the best
way to do that I have found in my
experience is to give them frame of
reference right this is like a little
like ancient Egypt with some some Saudi
Arabia mixed in you know medieval Saudi
Arabia boom oh okay I got it it's desert
there's camels I understand the the I
understand the the the costumes I
understand the type of weapons people
use you know it's it's a thousand one
Knights Arabian Knights that kind of
stuff um it's it's immediately
understandable and recognizable so
that's that's what I mean by fantasy in
this it's internally consistent and
there's a frame of reference we get it
we understand you know a lot of people
say things like Lord of the Rings which
is one of the great fantasy stories of
all time oh well it's just escapism I
submit to you it is absolutely not
escapism because the best fantasy is
always about the truth of The Human
Experience it just happens to take place
in a Fantastical world but that world
has to be consistent so that we can make
meaningful choices as characters that's
crucial and that world also has to be
recognizable we need to understand what
the rules of physics are obviously does
water run back backwards or uphill in
this world we need to know that in order
to make meaningful choices so the broken
Empires is a very familiar fantasy world
uh but there's some some weird things in
there um but I I call those out in in
the book in the setting guide of the
book and by calling them out they get
highlighted as oh that's unusual because
it goes against the frame of reference
that we're expecting and that's kind of
what helps to make it Fantastical right
it's all about meaningful choices that
your players cannot make meaningful
choices in a world that they do not
recognize and that they
uh do not recognize the laws of the
internally consistent laws so Sim light
this is the big one simulation light so
I've talked about this in a previous
video but every game exists on a
spectrum on one end you've got detail of
resolution and on the other you got
speed of resolution so a simulationist
game Falls obviously closer to the
detailed
resolution whereas a rules light game
tends to fall closer to the speed of
resolution
so my
goal with the broken Empires is to find
for me as close to the perfect balance
as possible now of course that's
subjective and it's a matter of
individual taste for me I like
simulation but not too much simulation
that it bogs down the speed of play but
I need enough details that yeah that
means we're going to have to take a
little more time in order
to uh come to a resolution of like a
combat or something right yeah it's
going to take a little more time there's
going to be more roles because those
roles tell you things that are
interesting and uh uh what I would say
crucial details to understand how the
fight looks and feels as opposed to I
rolled against your armor class and did
five hit points damage right to me
that's very functional that's over here
in speed of resolution very very
functional I'm talking about D and D but
it's it's boring to me I was bored by
DND D's abstractions almost immediately
when I first started playing I recognize
their functionality and I recognize
their importance and I recognize how
easy it is to get into that right but
that's not my core audience with the
broken Empires my my core audience is
for people who want a little more meat
on the bone who want a little more
detail and who are willing to understand
that in order to get that detail you
have to you have to sacrifice a little
bit of play speed a little bit being the
key here
because you know you could have a game
like harmas again one of my favor games
or a game like mithis a game which is a
huge influence on the broken Empires to
me mithis is just a little too far to
the simulationist side of things uh by
that much but it's enough to make me go
ah it feels a little cumbersome but
that's just for me I can only design for
me some of you are going to love where
this game sits on the Spectrum some of
you going to say oh that's way too many
rules it's way too crunchy some of you
going to say why didn't you put more
details about infe infected wounds in
there which by the way I have there are
in Ed wound rules in there or whatever
right you're going to say but well why
don't you have stackable armor right I
got to tell you this is just where I'm
going to land on that spectrum and
either you're going to be cool with that
or not and of course as a GM if you're
running this game for people of course
you can house rule it duh that's what we
all do but uh rules is written I'm
trying to find a place that for me
pretty much hits that perfect spot um I
mean there's abstractions in every RPG
uh where the abstraction Falls is what
defines this game as a simulation rather
than a a sort of rules light game um as
I said we don't do Five Points of damage
we you know uh puncture you in the right
arm and cause you to drop your sword in
pain right or whatever um there is still
abstraction in this game there has to be
there's abstraction in every game uh the
games that have tried over the years to
avoid to to eliminate all abstraction
are unplayable you know like uh what was
it Phoenix command from the old days you
know these are games games that tried to
basically calculate the the individual
trajectory of each bullet based on wind
speed and all and no no no no no for me
way too much way too much uh but so too
uh uh too little is Iola D20 oh look I
beat your armor class therefore I do
some points of damage and there's no
other effect until you're at zero that's
that's no but not to me uh anyway so
there's always abstractions including in
my game right certain things are going
to be abstracted resolve is a good
example of that resolve is a met
currency in the game but it's based on
what the character has it's not some
it's not some narrative currency it
doesn't say you as the player get to
edit the scene by spending this meta
currency that's something like fate
would do that is not done here resolve
is a reflection of what the character
can actually do and that's an that's an
important difference to me this is a
simulationist game but it's not a fully
simulationist game I borrow a lot of
narrative narrativist ideas from other
games because I think they're really
great so I like the idea that you can
spend resolve points which is a meta
currency even though it's based on your
own uh characters abilities and such
that you can spend those to give
yourself a little leg up you know to
increase the success level or to do a
reroll right I have no problem with that
hardcore simulation a lot of them hate
that no the dice rule of the day what
they say goes H that's not where I'm
sitting with this anyway so that's
that's Sim light right and again I've
talked about this before so role playing
game that's the last part of uh dramatic
fantasy simate role playing game now
this is very important um both of these
terms are of equal importance to me role
playing and game and they're very
different things but they come together
under the term role playing game in a
beautiful manner that gives us all of
these wonderful experiences we've had
playing RPGs over these years role
playing is of course to assume the role
of a character in a fantasy world in
this case and make decisions that the
player thinks that the character would
make in those circumstances again this
kind of comes back to the simulation
right like you're simulating a world
you're simulating what it would be like
for this character to be in that world
and you're kind of seeing Through The
Eyes of this character to get that
experience that's called immersion right
one type of immersion there's there's
other types of immersion but for my
purposes here I'm divining immersion is
that in this game you know we we're
trying to immerse ourselves and our
characters to try and experience this
world of the broken Empires as though it
was real you know I mean we're not going
to laring we're not doing that we're not
putting on
costumes that's the
line but uh uh yeah we want to
experience the world as though it was
real and yes the default assumption is
that this is going to be played by
players who speak in the first person
and yes maybe they put on a funny voice
or an accent or whatever there's
absolutely no requirement for that um at
all but yeah the assumption is is that
you are playing the game and you are
making decisions as honestly as possible
based on what you think the character
would do in that moment
you know we say the words that our
characters would say now not everybody
plays like this and some people go back
and forth my own group here at home uh
my live group uh they kind of go back
and forth a lot they'll they'll speak in
character but then they'll they'll pull
back and kind of go to the third person
stance and say you know Joe the
Barbarian goes over here and does this
thing and then they'll jump back into
first person so it it doesn't matter you
know the only reason why I bring this up
is because some of the rules especially
in Social encounters assume that the
players are immersing themselves and
that they are honestly trying to portray
the character and so the words that the
players choose to use Serve to inform
the outcome of those social roles now
that doesn't mean at all that a
charismatic player is always going to
have a charismatic character at all what
it means is the player regardless of
their individual socialization or
Charisma or whatever the Player's Choice
of tactic and choice of words doesn't
matter how they say it but it does
matter what they say that is going to
inform that is going to
inform the skill that the character must
roll so you get this blending in social
conflict you get this blending of player
choice with what specifically they say
in that moment and context is King in
this moment a blend of that and a blend
of what the character skill is so if the
player opens his mouth and says words
words that are very clear to everyone at
the table and most especially to the GM
as being
intimidation then guess what that
character has to make an intimidation
role now if the character is no good at
intimidation they're going to fail that
role and they're going to cost the party
in that moment because you have a
tolerance level uh this is this is
heavily inspired by the One Ring
although I do it slightly differently
you have a tolerance level with NPCs
you're trying to convince of something
uh you know important NPCs you know as
soon as you fail past the tolerance
level you've lost you've lost the
encounter so if you open your mouth as a
player and you say things that imply a
certain tactic you better understand the
skills that the character has because
that is the skill that's going to be
rolled uh it's I know it sounds a bit uh
authoritarian when I say it this way but
trust me this has worked so well for us
over the years it's so awesome it's so
immersive and it's and and players very
quickly learn how to adapt to that it
it's just fantastic some of the most
tense situations I've ever run have been
in games where I've used these rules
these social counter rules and uh it's
fantastic uh in any event the the the
point of all this is that anytime a
character takes an action to overcome an
obstacle because remember that's that's
what we're doing here anytime they take
an action to overcome an obstacle in
order to get what they want we need to
know whether or not they succeeded right
so you're playing the character you're
role playing but but now you have to
roll the dice and that's where the game
comes into it the game mechanics it is a
blend of two I am playing my character
and I I make an impassion speech and I
even though if I'm am not an charismatic
person or I don't know the words I I say
what the character says and I choose
those words and then the GM says Ah roll
and Inspire okay now the game comes into
it now it's about the
mechanics does the skill work that's
going to be based on your character
skill and it's going to be based on the
luck of the dice we roll dice in these
games because it's fun and because dice
represent all of the unknowns that the
game system does not specifically call
out the dice represent chaos they
represent all of the things we have not
taken account of but still affect the
outcome so this Crepes tension rolling
dice creates tension and tension is
fun that's why we do it there could be
no tension or fun without characters who
are pursuing things that matter to them
again it comes back to this
so the game in role playing game is just
as important as the role playing in this
game in the broken Empires you cannot
Advance your character unless you
immerse yourself in that character and
you pursue their goals and you allow the
dice to be rolled and you allow the
character skills to be challenged and
you allow those characters you you you
force your characters to try and
overcome obstacles that they need to
overcome in order to achieve what they
want everything in the game around
revolves around that everything revolves
around those core principles and this
brings us of course to Stakes right how
do we set Stakes what is at stake in the
scene Stakes are everything if you're in
in a in an encounter in the game
everything is about Stakes what is a
steak a steak not something you eat with
a knife and fork the stakes I'm talking
about
are what what are you risking things for
what are you trying to achieve what is
the obstacle and what is the gain what
is the thing you get by overcoming that
obstacle and what are you risking that's
the stake either the character has to
have something tangible to gain by
pursuing the goal or they have to have
something tangible to lose by not
pursuing the goal and you know I haven't
written all of it yet but in the GM
section I'm going to really try and
Hammer that home the idea that every
encounter should be about Stakes should
be about the stakes of the characters
right not every single time right
there's going to be Random Encounters
and oh my God we got attacked by Bandits
and whatever now the stakes are just
survive or whatever you know that's
going to be you know that's that's not
uncommon but I'm talking
about I'm talking about things that
matter to the characters as the GM you
have to give the the character's
opportunities in order to overcome them
because that's the only way they Advance
right so what you get is in the broken
Empires you get a you get an open World
sandbox where the players are all free
to choose whatever goals they want but
it is the GM's job to throw obstacles at
those goals so
that the players can overcome them and
achieve their goals and get
better everything comes back to
that so
dramatic fantasy siml role playing game
with the important Stakes on the side
and maybe a
potato these are the these are really
crucial philosophical ideas that I
wanted to talk about um because they
really do underpin so much of my design
philosophy in everything I do in the
game so I hope that was helpful and uh
I'd like to hear your ideas and thoughts
on on the stuff I've said um leave a
comment below and we'll get a discussion
going all right thanks guys
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