I try to always allow for stuff like this in the games I run, I haven't seen it codified quite like this before, great write up! To me, OSR are about emergent narratives, and this is a great tool to that end.
I think anybody who's read your stuff knows your little secret. After all, you DID make an ItO / Blades crossover hack. 😉
But this is interesting stuff. I'm always fascinated by the design elegance of PbtD and its offshoots - of which I think NSR has more in common than I think most would give credit (I just think that's the proverbial well that most NSR designers pull from).
I try to always allow for stuff like this in the games I run, I haven't seen it codified quite like this before, great write up! To me, OSR are about emergent narratives, and this is a great tool to that end.
I agree! I think this kind of framework is a great tool for OSR/NSR games.
I think anybody who's read your stuff knows your little secret. After all, you DID make an ItO / Blades crossover hack. 😉
But this is interesting stuff. I'm always fascinated by the design elegance of PbtD and its offshoots - of which I think NSR has more in common than I think most would give credit (I just think that's the proverbial well that most NSR designers pull from).
I think Chris McDowall puts it well, that NSR and story games have some similar destinations but get there via different roads 😁
I'd agree with that! At the end of day, both are trying to play to see what happens—the tools to accomplish that just happen to be different.
Thanks for the great insights!
Thanks for working!