Teos Abadie
👤 PersonAppearances Over Time
Podcast Appearances
which gives you the reason why nothing, you know, all these things aren't just overrunning the ship, like they managed to move it. They didn't get lift off, but they managed to move it. But maybe that calls for a piloting check or, you know, brace yourselves for impact and already take some damage. And you can adjudicate that on the fly. Like if this is going super easily,
which gives you the reason why nothing, you know, all these things aren't just overrunning the ship, like they managed to move it. They didn't get lift off, but they managed to move it. But maybe that calls for a piloting check or, you know, brace yourselves for impact and already take some damage. And you can adjudicate that on the fly. Like if this is going super easily,
Well, they moved the ship 100 feet, so there's a little bit of respite from the enemies. But hey, everybody roll to see if you took damage. Everybody roll to see if your system suffered a setback that you're currently working on. So you've got to rejigger it, right? If you needed more, you could do that. So you can put in these kinds of stopgaps to get you back where you want.
Well, they moved the ship 100 feet, so there's a little bit of respite from the enemies. But hey, everybody roll to see if you took damage. Everybody roll to see if your system suffered a setback that you're currently working on. So you've got to rejigger it, right? If you needed more, you could do that. So you can put in these kinds of stopgaps to get you back where you want.
And similarly, you can do things that are on the threat side where you can, you know, have some way that if it's too easy, if it's too hard, right, you can calibrate it, have those little emergency bits there.
And similarly, you can do things that are on the threat side where you can, you know, have some way that if it's too easy, if it's too hard, right, you can calibrate it, have those little emergency bits there.
Yeah, I agree with that. There are... There are times when the dice just don't achieve what you want or not just even the dice, but the setup of what's there doesn't achieve what we want for a fun experience. And it's because of the dice swinginess. It's because designers aren't perfect and characters are valuable and players are variable. And there is no truth to design, right?
Yeah, I agree with that. There are... There are times when the dice just don't achieve what you want or not just even the dice, but the setup of what's there doesn't achieve what we want for a fun experience. And it's because of the dice swinginess. It's because designers aren't perfect and characters are valuable and players are variable. And there is no truth to design, right?
If I design an encounter and And you then are running it. What I wrote isn't true. It's what I came up with at that time. And if I had worked on it another hour, it might have been different. Or if I work on it today, it would probably be different. Right. We it's just there. And I don't care if it's Monty Cook or anybody like whoever wrote that.
If I design an encounter and And you then are running it. What I wrote isn't true. It's what I came up with at that time. And if I had worked on it another hour, it might have been different. Or if I work on it today, it would probably be different. Right. We it's just there. And I don't care if it's Monty Cook or anybody like whoever wrote that.
it isn't perfect it isn't some sacred thing and any designer i've talked to that's at that level will tell you yeah i mean i don't it's not perfect change it if you want right make it yours and so there just isn't a truth behind the scenes to it the truth is the outcome it's the play that you have together and so if that's veering in the wrong direction i'm absolutely okay with changing and that includes shaving hit points off of monsters uh rolling something and saying it misses
it isn't perfect it isn't some sacred thing and any designer i've talked to that's at that level will tell you yeah i mean i don't it's not perfect change it if you want right make it yours and so there just isn't a truth behind the scenes to it the truth is the outcome it's the play that you have together and so if that's veering in the wrong direction i'm absolutely okay with changing and that includes shaving hit points off of monsters uh rolling something and saying it misses
lowering the creature's armor class you know explain it in a narrative way so it makes sense right you know actually broke with that blow you break their their plate mail you know they they look like they're easier to hit now just you know explain what you're doing when it's when you would need to um but it's totally fine things i would not do you know don't
lowering the creature's armor class you know explain it in a narrative way so it makes sense right you know actually broke with that blow you break their their plate mail you know they they look like they're easier to hit now just you know explain what you're doing when it's when you would need to um but it's totally fine things i would not do you know don't
make a critical hit or something like that that could possibly take someone out. Don't do something like that because that can lead you down a path that you'll regret and can seem cruel because it's not necessarily fun. Extreme peril is seldom fun when it's being done behind the scenes rather than
make a critical hit or something like that that could possibly take someone out. Don't do something like that because that can lead you down a path that you'll regret and can seem cruel because it's not necessarily fun. Extreme peril is seldom fun when it's being done behind the scenes rather than
surprise outcome for everybody um the other thing is when there are big exciting moments i will always roll in the open because that is itself fun right you know you are in this tough situation and the assassin's gonna get three blows against you and you are you know unconscious this could kill you let's see those dice right because it matters and and that is important to do i think in those big big moments
surprise outcome for everybody um the other thing is when there are big exciting moments i will always roll in the open because that is itself fun right you know you are in this tough situation and the assassin's gonna get three blows against you and you are you know unconscious this could kill you let's see those dice right because it matters and and that is important to do i think in those big big moments
Yeah, and at the end of it, what players are looking for is a confidence that this is going to be a fun game and that your style will be fairly consistent. I think they're less concerned about how you achieve that as more that you're going to pull it off. Something I do often that I think is a monster power in Forge of Foes is when...
Yeah, and at the end of it, what players are looking for is a confidence that this is going to be a fun game and that your style will be fairly consistent. I think they're less concerned about how you achieve that as more that you're going to pull it off. Something I do often that I think is a monster power in Forge of Foes is when...