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Warhammer Fantasy Roleplay
A Roleplaying game of perilous adventure!
Moderator: FFG DanielCffgjafferFFGMarkGeckoThe Spaniardynnen Topics: 2772 | Posts: 29993
Possible issues with stances
Published on 02 September 2009 - 14:02:02
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The number of reckless and conservative stance pieces that make up your stance meter are determined by your career, which means that all characters with the same starting career have the same sort of outlook/attitude to begin with.

Now I can see a couple of issues with this. First, some players may well want to play a cautious thief (for example) but are stuck with a stance meter that's 3/4 reckless. It seems to me that the stance meter is dictating a particular playing style to a certain extent.

Secondly, some careers will have very different personalities depending on the exact build. Priests for instance, I'd expect a priest of Ulric to be considerably more reckless than a priestess of Shallya. Or a bright or amber wizard compared to a jade wizard as another example. Is this going to be taken into account on the starting stance meters?

Obviously, how you choose to interpret your character is completely up to you. But are your actions going to work anywhere near as well if you keep to a cautious stance when your career is geared towards a primarily reckless outlook? Are you just going to be limiting your in-game options by choosing to roleplay outside the box?

Any thoughts?

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Reply #1 | Published on 02 September 2009 - 16:33:13

ChaosChild said:

 

The number of reckless and conservative stance pieces that make up your stance meter are determined by your career, which means that all characters with the same starting career have the same sort of outlook/attitude to begin with.

Now I can see a couple of issues with this. First, some players may well want to play a cautious thief (for example) but are stuck with a stance meter that's 3/4 reckless. It seems to me that the stance meter is dictating a particular playing style to a certain extent.

Secondly, some careers will have very different personalities depending on the exact build. Priests for instance, I'd expect a priest of Ulric to be considerably more reckless than a priestess of Shallya. Or a bright or amber wizard compared to a jade wizard as another example. Is this going to be taken into account on the starting stance meters?

Obviously, how you choose to interpret your character is completely up to you. But are your actions going to work anywhere near as well if you keep to a cautious stance when your career is geared towards a primarily reckless outlook? Are you just going to be limiting your in-game options by choosing to roleplay outside the box?

Any thoughts?

 

 

What I don't like about the stance meter is that it seems to 'force' you to rp a certain way (this is quickly becoming my biggest issue with the whole system). All Bright Wizards are going to be reckless, all thieves are reckless, all Priestess of Shallya are conservative with very little chance to play the other way. Granted we haven't seen other careers which could balance this out.

I loved playing a Bright Wizard in 2e. It was push your luck with the number of d10s you rolled when casting spells. If you are always reckless, or tend to be more reckless, there is little scope to pull back and be careful. I'm not saying that you can't be conservative, you will have a green token on your stance meter, but it is 'balanced' by the 3 red or vice versa) which means that you are expected to play a certain way.

The stance meter will stop players creating a character with his/her own flaws and style of play, but rather how you are expected to play based on your tension meter and party sheet. Why can you not have a conservative Bright Wizard. My wizard became very conservative through an insanity where he had to roll under his will to cast spells and the more dice he rolled, the greater the chance of failure. It was fun rping that.

There doesn't seem to be an option for that in this system. Maybe insanities will remove reckless tokens and add conservative tokens to the stance  meter? I don't know though.

Why do things that happen to stupid people keep happening to me?

Reply #2 | Published on 02 September 2009 - 16:45:06

A few points

 

1) It looks like the stance meter will evolve with careers/advances taken.  So what you start with is just that, what you start with.

2) Conservative thief is relative.  All theft is taking a considerable risk, especially given the brutality of the law.    A thief career should shade into reckless far more than a law abiding one and it does. 

3) How far to play down the conservative/reckless road is still under your control.

 

Without Signature

Reply #3 | Published on 02 September 2009 - 16:57:11

The stance meter will stop players creating a character with his/her own flaws and style of play, but rather how you are expected to play based on your tension meter and party sheet.

That's a bit of a bold assumption.

Do we know for SURE how the stance meters will affect your roleplaying? They appear to be controlled BY the player, to grant additional options when the characters perform actions.

Reply #4 | Published on 02 September 2009 - 17:55:58
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Whether your character chooses to be conservative or reckless is up to the player. What the stance track determines is the potential benefit the character can draw upon from choosing one option or the other. You will not always want to be reckless, even if you are GRRR. If you find yourself taking the conservative stance a lot you'll probably want to buy some more G - but that doesn't mean you'll always be throwing in three red dice in the meantime. Being reckless is risky. But having the option to add three red dice just means that when the shit hits the fan, your character has what it takes to survive. Someone like a thief or a trollslayer wouldn't have survived long enough to join an adventuring group if that wasn't the case.

Disclaimer: The views expressed in this post are my own. I do not speak for FFG in any capacity, officialotherwise. To be honest they don't really tell me much about anything, so you can assume I don't know squat.

 

I mean diddly. I don't know diddly. I did not mention squats. Squats are not making a comeback.

 

Unless they are. I really don't know!!! Seriously. Though squats were cool. Pity they all got eaten by the 'nids. Or did they?

Reply #5 | Published on 02 September 2009 - 18:00:32

The stance meter can easily be houseruled to reflect the player's view of his character.

And you can even goes further, have different stance bars for combat, social interaction, and physical activities (like scale sheer surfaces, swimming and such). 

 
Reply #6 | Published on 02 September 2009 - 18:01:59
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As I understand it (and I maybe totally wrong here) there are three types of dice Conservative, Standard and Reckless. Normally you roll say four Standard dice but your stance meter thing lets you change out some of the dice. How many and what you change them to depends on your stance meter. So a character with 1 Conservative dice and 3 Reckless dice who wants to act at max Recklessness rolls 1 Standard and 3 Reckless dice but if he wants to act carefully he rolls 3 Standard Dice and 1 Conservative dice. I must admit that a free choice of how many dice to change and which way you change would probably be better than having your options dictated by career. Depending on how this works in the game I may well houserule this.

 

Note: I'm not sure I have understood how this mechanic works correctly.

www.scribd.com/Foolishboy

only an imbecile would accuse me of intelligence

 

Reply #7 | Published on 02 September 2009 - 18:06:31
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Foolishboy said:

Note: I'm not sure I have understood how this mechanic works correctly.

I don't think we really know how it works correctly yet. We need to see how it ties in with the 'advances' numbers listed and see examples for how non combat skills work before we going to really get to how it really works out.

Over Land and in the Firmament doth Chaose marche, and the Beneathe is not free from it..

Reply #8 | Published on 02 September 2009 - 19:40:43

 Right, its hard to say just yet exactly how its going to work and how your Reckless track may or may not evolve.

From what we've seen thus far, it appears that every career has at least a modest Recklessness spectrum, so if you want to play a cautious Troll Slayer, you always have that green cautious spot to rely upon.

And I agree with the direction that macd21 is going with the topic, and I'll take it just a bit further.  I don't have a problem at all with the setting/system placing some limitations on careers' Reckless track.  That makes perfect sense.  Some careers are simply riskier.  You would expect to find certain types of folks within those careers, whether their attitude and risk aversion led them there or they wound up there and had to assume the necessary level of risk aversion (or dependence) to survive in the career.  This makes sense.  And you're provided a spectrum within which to choose your actions and roleplay, but the career has its logical limits.

We accept and expect setting limitations on all sorts of things, from the way magic works to racial behaviors.  Why should this be any different?  It simply serves to reinforce the expectations of the setting.

Chris M.

Using the FFG forums from an iPad is a tremendous pain and is ALMOST enough to drive me away from posting. Too many flaming hoops to jump through to make it work. Please, someone up there, can you make the forums a little more iPad friendly?

Reply #9 | Published on 02 September 2009 - 20:37:37

Since your stance merely affects what special abilities your character may want to engage in, I look at it this way:

1. Using the theif example, any time I want to leave the shadows and backstab someone, that is a fairly reckless behavior for a thief. Of course, that's when moving my stance towards the red will come in handy. It allows me to perform that activity - I'm psyching myself up to leap out and stab someone in the back. When I go back to sneaking around in the shadows and merely blending in, I cool my heels and become conservative in my actions again. Of course, actions that require me to do something that creates a LOT of risk means I've got to get active.

2. I think the main problem people have with this stance mechanic is the word used to describe the green and red ends of your stances. Conservative and reckless are somewhat misnomers from how this is being described to me. I'd describe red as "adrenaline" and green as "calm" more. You really get going as a Bright Mage the more active you get - i.e. the more worked up you are. Of course you can cool it and stay in the default or calm mode as a Bright Wizard, but your abilites are less powerful when your blood isn't pumping. Same for warriors or Troll Slayers. Archers and surgeons operate better when they are calm, and less effective when they are operating too quickly.

I think if FFG actually changed the terminology for the stance meter, it would work better in a gamer's mind. RPG players are often literal when looking at definitions for mechanics.

 

 

Without Signature

Reply #10 | Published on 02 September 2009 - 23:42:40

McClaud said:

I think if FFG actually changed the terminology for the stance meter, it would work better in a gamer's mind. RPG players are often literal when looking at definitions for mechanics.

 

Yes, and seeing an unusual or new word or element makes some of them think it has something to do with computer games, MMOs, boardgames and cardgames, and they begin to cry about the ruiniing of "their" game and death of rpgs... :)

 "Barbarism is the natural state of mankind," the borderer said, still staring somberly at the Cimmerian. "Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph."
-Robert E. Howard: Beyond the Black River

Reply #11 | Published on 03 September 2009 - 07:44:54

I personally think the stance meter is an interesting idea, and may actually allow for more roleplaying rather than less. A player may be in a stance and try to do something that is difficult in that stance because they need to for whatever reason, now there is a mechanic that allows a player see that this will be more difficult than the standard rpg mechanic I have X in a skill and can do it at any time. They can now "feel" the moment the character is in, and better understand the risks of their decisions.

Talking about the upcoming edition shows that you are interested, and care about it, but at the moment there is not enough information to draw any conclusions. Still the what if or the how does questions are interesting, just don't convince yourself one way or the other.

Without Signature

Reply #12 | Published on 03 September 2009 - 10:10:01

My take on this is simple.

Firstly some careers require a more reckless streek so you would require a more aggressive stance, and conversely some careers are more stealthy.

I cannot see anything wrong in disjointing the whole stance attitude from the career selection - i.e. whilst formulating your character concept decide what sort of nature your character has.  This could be a weighted decision of selecting a combination of six coloured stance 'tokens' with a minimum of one in each of green and red deriving your characters nature - like the alignment in the palladium games systems.

The Career cards would, therefore, show a representation of a typical thief, slayer, thug, coachman .... ad infinitum.

Whilst generating characters in ANY system we all formulate an idea or character concept of who they are, defining this by attribute stats and atttitude.  As a house rule, making your stance token selection optional, is an easy step in evolving your character concept.

This is just how I see applying the stance system - with the obvious repercussion and roleplay options .... just another way to make your character unique.

Please note that this is all based on a huge assumption of the rule mechanics - FFG may have already included a similar facility to this.

Of all the pro's and con's raised this seems to be the easiest to solve with a houserule ....

Are you born a firey redhead?

Are you forced onto the streets at an early age and develope a sense of self preservation?

etc

Just my thoughts! 

Sin firma

Reply #13 | Published on 03 September 2009 - 11:46:38
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My assumption, and that's all it is, is that you will decide how far along the spectrum you want to go. You may be restricted in when you can take a step to the left or right, perhaps once per turn, but I reckon you, the player, will decide where you are.

And the further one way or the other you are, the more of a given die type you add to your roll.

So I don't think the mechanic forces you into playing your character in a certain way, it just represents the degree of caution or risk you're putting into resolution. And if you choose, then you're choosing from a character-centric perspective. The game mechanics just allow that choice to influence task resolution and outcome.

It's an interesting idea.

Without Signature
Reply #14 | Published on 03 September 2009 - 13:16:32

It's a mechanic that works itself into task resolution, it doesn't dictate your personality or mannerisms.

You could have a braggadocio who talks a lot of smack, but he goes green when doing something because he knows how important it is to succeed.

The stance meter is not meant to literally tie your roleplaying to whether you're being the definition of 'reckless' or 'cautious'.

"Every time someone writes "dwarves", Khorne spares a kitten. It's "dwarfs". Won't someone, please, take Khorne's feelings into account?" - Me

Reply #15 | Published on 04 September 2009 - 01:48:16
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marklawford said:

So I don't think the mechanic forces you into playing your character in a certain way, it just represents the degree of caution or risk you're putting into resolution. And if you choose, then you're choosing from a character-centric perspective. The game mechanics just allow that choice to influence task resolution and outcome.

It's an interesting idea.

Agreed - But while I don't think it will force you to play your PC a certain way, it does put a somewhat arbitrary limit on how conservative or reckless a PC can be - if you only have one G or one R, then you can only be that reckless or conservative, and no more.   I'm not sure that is a good thing or a bad thing yet.

Without Signature
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