Between you and me, why I'm nervous about running octaNe today
When deciding on the game to run, octaNe seemed like an easy option for a rusty GM because it's not a rules-heavy game. What I didn't realize is that the rules, while light, are...challenging.Unlike other games where die rolls determine a character's success or failure at an action, die rolls in octaNe determine how much control the player and the GM have over the story at that moment. A low roll doesn't indicate failure. A high roll doesn't indicate success. The player who controls the narrative may decide to fail; the GM may decide it's better if the character succeeds. Furthermore, if multiple players are involved (as in mass combat), you can easily have a situation where die results indicate that several players have total control over the outcome of an event. What if they disagree? The game suggests that everyone work together to determine the most awesome outcome, but I can see how that has the potential to bog down horribly. This review at the Forge discusses some of the potential pitfalls. I like the author's approach to the problem -- narrative control as a "hot potato" that's passed from player to player. The game's designer also suggested a different way of handling some of the mechanics around order of action and the Might and Magic Styles that may help. Fortunately I have good, experienced players.And worst case scenario, there will still be pizza.I'll let you know how it goes!