Aline says:
Yep, still good.
Good. I was a little worried there for a bit that our fae lass was a bit adrift. No longer. And the wand does bear investigating... as does the book!
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As for Cairn, I really like it. As I mentioned before, (I think) I did dabble a bit with FKR before and I feel rather comfortable with this style of game. Probably the most notable mechanic, or lack thereof, for me is advancement. In just about any other game you get levels, skill points, more HP. Some sort of number going up. In a FKR game you don't.
These games also require a lot of faith / trust in the GM, and it can be difficult for a new group who hasn't built any trust. Thanks to you all for leaving so much in my hands. I try to be fair.
Interestingly, Cairn has
two different types of 'advancement.' The first is from
Electric Bastionland, the "Scars" system. Meaning if an attack takes you down to zero HP, you roll on a table and might end up stronger for the experience. It's rare and limited, but you *can* get better.
Also check out the Downtime rules that start on p80 -- especially around Milestones, Research, Training, and Strengthening Ties. It's certainly nothing like a traditional level-up system, but it's
something.
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I really like this. Traditional advancement systems kind of force the game in a specific direction. Characters grow stronger, challenges escalate accordingly, rinse and repeat. Nothing wrong with that. It's the standard for a reason, but I feel it sometimes limits the kind of games you can play.
Agree. It's why the 5e (for example) chassis isn't appropriate for so many modes of play. Basically anything that isn't zero to hero!
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Especially for games focused on mystery, horror or crime investigation I found the escalating power curve to be a problem. I experimented a lot with Savage Worlds and less so with GURPS. I have to say, these games cant do "any genre". They kind of fall apart when my kid in the "meddling kid solving crime" game becomes a super genius after a few level ups.
I would quibble here. There are other reasons GURPS, Fudge, Fate, Savage Worlds aren't quite as 'do anything' as they say, but it's pretty easy to throttle advancement in those systems--and to start off with competent characters to begin with, which is really important in some genres.
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Mhe, I feel like I am rambling now. Anyway....
All good. I can talk about this stuff for hours! ;)
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Avoiding dice rolls if possible might be a bit odd, but I like the way Cairn (and I think In to The Odd as well?) frames them as saves. If you come from DnD, you understand that having to roll a save is generally a thing you don't want to be doing.
That being said, the 3d6 down the line thing can be very swingy, especially if there are only three stats, so any outlier has an even more profound effect.
Yeah, the 'framing as saves,' comes from the root, Into the Odd. It's a core part of McDowall's gaming ethos, and I like it too. I also dislike 3d6 down the line for these games--both those in the
The Black Hack and the
Mark of the Odd families of games. I far prefer games like
Black Sword Hack where the numbers are assigned / placed by the players, and cluster more around average.
Were I to run Cairn again, I'd probably houserule that.