Post originally by Edward Hirsch at 2005-01-28 09:23:57
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hi,
can you go into more detail about how this mechanic works? I think it's odd that you didn't really describe it under the system section of your review.
Post originally by Per at 2005-01-28 10:27:08
Converted from Phorums BB System
Thanks for the review, some good points made.
It does sound like you get an extra die to add to your roll in conflicts, which may sound different from what it actually is. You get to add the die to your pool when rolling, but when determining the roll, you only get to choose the two highest dice and add them together. Similar, when having penalty dice, you get less dice to roll and also have to add the two lowest dice after the roll. I don't think that was exactly clear in the review.
Bringing Down the Pain (BDtP) is a stroke of genius. Whenever you don't like the outcome of a resisted ability check, you can call upon BDtP. The game then zooms in on the conflict, which is resolved in rounds until one side wins or gives in. Thus, hopefully only important conflicts get increased focus and extended playing time, while less important ones can be dealt with in a moment.
Post originally by bankuei at 2005-01-28 10:31:04
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I agree with your review, and even your enthusiasm, but don't you think some folks might get a little turned off by how far you've chosen to spin it? It almost sounds like ad copy!
If I didn't already know about this game, I'd look at this review with squinty eyes and go, "I don't know..."
Post originally by MetalMan at 2005-01-28 10:34:25
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Agreed. The ego-stroking in the first two paragraphs alone was enough for me to start to feel a bit offset like I wasn't a member of some exclusive club.
I've heard good things about the game and am interested in checking it out but tone down the enthusiasm will ya?
Post originally by Per at 2005-01-28 10:57:11
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The review did sound extremely enthusiastic, but for some reason forgot to mention that the game has been released online under the Creative Commons License. No need to spend $20 if you are a sceptic, go to http://www.anvilwerks.com/tsoy/ and check out the rulebook and the world book. If you don't like it, dont' buy it. If you like it and don't want to buy it, you can do that as well. You can even print your own version of the book and sell it for a profit.
Here's a partial excerpt: <i>
When a player declares they are Bringing Down the Pain, action breaks down into a round-by-round, gritty basis similar to some RPGs' combat systems. The loser of the simple resisted Ability Check must immediately accept damage to his character equal to the winner's Success Level (see "Damage" below). Both sides of the conflict must make certain their intention - their goal - is clarified and well-stated, for it is very important here. This intention must be clear, but can allow room for differing actions to achieve the goal: "drive away these opponents in battle," "embarrass the noble in front of his peers," or "out-perform this guy on the guitar" are all fine intentions.
After intentions are stated, everyone who has a character involved in the conflict should state what their action will be. Actions can be changed during this stage
....
After the free-and-clear stage, everyone rolls Ability Checks for their action. If two characters are taking action against each other, this is a resisted Ability Check. The loser at this Check takes damage equal to the Success Level of the Check, possibly modified by Secrets and weapons. This is true even if the actions are unrelated
....
When all rolls are resolved, another free-and-clear stage begins. This continues until one side of the conflict gives up, at which time the winners' intention happens. The trick to Bringing Down the Pain lies in this rule: in any free-and-clear stage, a player can announce that he is changing his character's intention completely.</i>
Post originally by Tim Gray at 2005-01-28 15:07:30
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It seems to be a bit like a simplified version of HeroQuest's extended contests - which, indeed, is what inspired it. You get into a detailed contest with multiple sets of exchanges, instead of resolving the whole thing with one pair of opposed rolls.
The parties accumulate "damage" until one of them has more than they can take. It's in quotes because it's not physical injuries but a more abstract reduction in ability to continue the contest/function/influence the story - it could reflect social embrassment, for instance. When you first fail to resist the accumulated damage you're "bloodied" and actions are penalised. When you fail again you're "broken" and can only act (still penalised) by spending a point from your attribute pools. When those run out you're incapacitated.
One thing I didn't notice was HeroQuest's option for characters to add points to others' declining balances to keep them in the contest, eg a song to rally a wounded fighter. In TSOY it looks like the spiral only goes down.