Incredibly interesting little system, but the conflict resolution subsystem is very underwhelming. It doesn't mesh very well with the rest of the game, and is kind of a hassle to run.
Are there any optional ways of resolving conflicts out there?
>>51287641
I've been meaning to get into Toerchbearer a bit. What's it like? What sort are you looking for?
>>51288807
It's really fun. I really like almost everything about the game, but the conflict rules feel a bit weird. I don't know. Maybe after a few sessions it will click with us, but right now my players feel like the conflicts are way too abstract and narrative in all the wrong places, and I kind of agree.
They should've gone with a lighter version of Burning Wheel's Fight! rules, I like that, but not THIS much lighter.
>>51288866
Sounds good, I guess I'll grab a copy. Would porting Burning Wheel's Fight! rules be hard?
>>51288953
A bit. The games from Luke Crane games is that they're playtested and refined extensively. That means most systems and subsystems in the game are very interconnected, so hacking them could break some stuff.
That's mainly why I made this thread, to see if there are any optional rules out there that have succeeded in hacking the conflict systems.
I suggest trying the game as it is written, and see what works and doesn't with your group.
>>51288984
>The games from Luke Crane games is that they're playtested and refined extensively.
Sorry, I meant "thing about Luke Crane games..."
>>51288953
>I guess I'll grab a copy
If you want to take a look first, pretty sure it's in the OSR Trove
>>51289137
Turns out I already have it saved.
>>51288984
Now that makes me wonder. I prefer modular/moddable games, so I wonder how stuff being interconnected to such a degree works out.