15 Aug 25

Legends of Anglerre was a licensed game but this is the spiritual successor.

Unfortunately, it’s made more lethal than Fate although that seems to be in optional dials. Also they brought back the dumb d6-d6 from Anglerre (unlike Mindjammer which used Fate dice). Dumb because just use 2d6 instead for a much more straightforward way to get the exact same curve! (Add seven to the difficulty for unopposed rolls.) + Crits and fumbles. 🤔

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03 Jul 25

From a character POV I’ve always considered this to be moving from “trying to win” and conflict toward “trying to minimize the fallout from losing a conflict” which is something i think makes sense from a character POV. Retreat versus Rout.

This is gold and really helps me get part of the way. Thank you.♥︎

I guess the big blorb change here is that characters have to explain what their goal is not just what they do (and make some attempt to understand their adversary). If you skip that part then the wheels fall off later

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FWIW, Fate Condensed phrasing of the same rules are a li’l more explicitly negotiationy.

That still doesn’t get me all the way to grokville unfortunately. I’m kinda dense about this stuff!

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The number one difficultest thing in Fate for me to wrap my blorb head around is concessions.

It’s too author stance and therefore completely alien to the way I think. I want to get into this game and the decreased lethality and incresed agency around consequences is a main reason for that so I don’t want to leave the rule out. I just want to “translate it to characterese” from playerese.

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