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Thread 96406675

208 posts 38 images /tg/
Anonymous No.96406675 >>96406706 >>96406711 >>96406766 >>96406877 >>96406884 >>96407961 >>96412776 >>96413563 >>96414486 >>96414550 >>96415459 >>96420913 >>96421376 >>96423275 >>96423281 >>96434137 >>96443887 >>96475329
Why did they fumble making a good licensed AtLA TTRPGame? The setting was perfect for it.
Anonymous No.96406686 >>96406776 >>96408040 >>96423275
>off-topic nothing thread
>non-/tg/ topic
>sample image instead of full rez

Please kill yourself immediately OP.
Anonymous No.96406706
>>96406675 (OP)
I wasn't aware they attempted to even make one.
Anonymous No.96406711 >>96407106 >>96426362
>>96406675 (OP)
Avatar Legends is good though? It actually captures the core theme of the show, which is internal conflict in the coming-of-age characters. The narrative style gaming also allows for creative use of bending and skills to problem-solve, while still giving you a snappy fighting system for short brawls.
Anonymous No.96406766
>>96406675 (OP)
I am starting to think avatar doesn't work out as a deepest lore setting
Anonymous No.96406776
>>96406686
>non-/tg/ topic
Are you dyslexic? Are you illiterate?
Anonymous No.96406877 >>96407106 >>96413112 >>96413118
>>96406675 (OP)
Just play Avatar Legends. As a game, it actually emulates the media it's based on very effectively. I've not only run a couple of campaigns in it, but gotten to play on the other side of the table a bit. It's a very solid system.

Of course, if you want a different style of game, but in the same setting, then it's not going to be for you. Which is fine, but you just gotta own up to whether a game that is like the show is what you want or not.
Anonymous No.96406884 >>96407089
>>96406675 (OP)
It's easier to fuck something up than to do it right.
Anonymous No.96407089
>>96406884
always find interesting when people say "its so easy it write itself", but it feels like they under estimate how easy it is to mess things up
Anonymous No.96407106 >>96407790 >>96410597
>>96406711
>>96406877
>Martial Arts Action
>Powered by the Apocalypse
These two concepts are not compatible. IT doesn't matter how god its presentation is or even how well it handles the narrative side of play, the fighting is shit.
Anonymous No.96407420 >>96407840 >>96408046 >>96436697
I played it awhile ago so I'm rusty on the details, but the issue is that the disconnect between the narrative first playbooks (balance, drives, emotions etc) and the crunchy rigid combat system makes it a system for no one. People who want the narrative first shit hate the inflexible combat, people who want to optimise the set combat choices don't give a shit about the loose emotional story side. I really liked the balance/principles part, how they give the blurb on how the two sides can push and pull at each other, and am tempted to try and take it to bolt on other systems.
Anonymous No.96407452
The genesys one is alright.
I personally despise pbta.
Anonymous No.96407790 >>96408253 >>96420875
>>96407106
That sounds like a kneejerk reaction to PbtA to me. Have you tried playing the system? Or even read the rules?

The actual fights run on a separate mechanic set, where you use learned techniques instead of typical moves in a sort of round-by-round exchange. This in turn is linked to a part of the game that is about you being able to learn techniques under the tutelage of others, and the ease with which you can pull techniques out gets linked to little tasks your characters can do. Learning new techniques can sometimes even feed back into what you can do more interpretively with your moves for non-combat purposes.
Anonymous No.96407840
>>96407420
>makes it a system for no one
In my playgroups where I've run and played the game, the players actually don't dislike this at all. However, it's very different than what people have generally seen before, so I've also seen people sort of fumble with it at first until they got a grip on how it works and how it fits into things.

One of the things I did that helped crack peoples' thinking open on this was employ NPC opponents who fight in a variety of ways. It's easy to just throw a gaggle of mooks in that try to chip your stamina with the same vague attacks every round, and sometimes there's nothing wrong with wanting to wear them down a little. But that's not interesting, and it doesn't really demonstrate to your players how they can creatively approach fighting. So in the early encounters, I would start introducing them to mini-boss type opponents, each with a technique that helps them stand out, and a preferred strategy where they can use that technique to set something up, or where they can use basic techniques as creative set-up for their attacks on the following turns.

> I really liked the balance/principles part, how they give the blurb on how the two sides can push and pull at each other, and am tempted to try and take it to bolt on other systems.
It's a very cool part of the system, for sure. It's core to Avatar for characters to have these internal desire for living two different ways that do not strictly have to be exclusive, but that it can be hard to recognize the balance between.
Anonymous No.96407961 >>96408094 >>96408534 >>96413019
>>96406675 (OP)
https://www.talesofxadia.com/
Anonymous No.96408040
>>96406686
>off-topic nothing thread
The discussion is about OP not believing there is a quality Avatar The Last Airbender TTRPG. On-Topic.
>non-/tg/ topic
Talking about TTRPGs is on-topic. Whining about MUH CULCHURE WAR is not.
>sample image instead of full rez
Learn to use saucenao you lazy faggot.

Please kill yourself immediately, nogames.
Anonymous No.96408046
>>96407420
Speak for yourself. I want Out of Combat to be simple and open with room for players to be creative and come up with solutions not reliant on modifiers and dice rolls. I am of the opinion that in combat needs to have clear definition because it should be the most mechanically complex part of a system, as it has the most moving parts.
Anonymous No.96408094
>>96407961
I totally forgot that show existed. I stopped watching around season 3 or 4. It was when the dark magic girl got the trans? gay? boy?friend. Personally I just got kinda bored of it and had other things to focus on.
Anonymous No.96408253 >>96408300
>>96407790
>Has the stock response to someone noting that PBTA combat isn't engaging or enjoyable for the vast majority of gamers who would want martial arts action
>Cries kneejerk
It's like pottery.
>Citation
I've written a few a moderately popular magical girls games, including one for PBTA.
Anonymous No.96408300
>>96408253
>Says a bunch of non-specific things and provides no concrete examples while complaining about PbtA
Like ceramics indeed.
Anonymous No.96408534 >>96409160 >>96409187 >>96413050
>>96407961
Never got the hype around this show.
AtlA was a great story that you could enjoy at all ages.
This one was just a childrens show weirdos started commissioning porn of.
Anonymous No.96409160 >>96411259
>>96408534
I haven't seen it, but the lead writer for AtLA is one of the creators. From what I've heard though, it's quite good, though as is typical of many shows, it isn't quite as good in the later seasons as it is at the start.
Anonymous No.96409187 >>96409445
>>96408534
Supposedly the game covers multiple timelines. OP just used Korra because reasons.
Anonymous No.96409445
>>96409187
It's not "timelines," it's "eras." But terminology aside, it's actually pretty handy. It gives you concrete periods of the world's history, describes a lot of the major goings-on to you, and explains how that would be useful for leaning into games that have particular themes related to the state of the world.

For example, a story that takes place during Avatar's Hundred Year War (while Ozai is on the throne and Aang is in the ice) is more likely to be a bit of a gritty story, trying to salvage hope where you can amidst a disaster the likes of which you can't overturn. A story in Aang's era (after the deposing of Ozai) is going to have themes of the struggles of a world changing and trying to heal after a century of strife. But if you wind back to say, Roku's era, he was a very effective Avatar in terms of helping affect peace, but where there may not be so much open conflict, there's a lot of political intrigue happening in the world that you can get wound up in.

You can also play in Kyoshi's era (of which one of the highlights is the conflicting city-states of the Earth Kingdom), and Korra's era (post-series, so one of the major themes is living in a world that is now being shared with the spirits).
Anonymous No.96409479 >>96413079 >>96413259
4e would probably be good if you reflavored it to AtLA stuff. All the movement abilities, lines, grids, cones, squares, etc. could handle where the element goes and how.
IIRC the fights in the cartoon are really just a lot of like, doing katas to shoot fireballs or water lashes at an opponent at range. It's less common that there's actually person to person martial arts.
Anonymous No.96410407
I ran an Avatar Legends campaign that basically lasted most of a real life year. We played in the Kyoshi era, and the focus was on a dark spirit called the Nine Tailed Shadow that had been shattered into pieces by Avatar Kuruk. Players ended up being responsible for dealing with it, because Kuruk never actually solved any of his problems and Kyoshi was busy with other stuff.

Anyway, it was pretty fun. The Balance mechanic turned out to be really helpful for guiding the players in roleplay, the combat was good because it felt punchy and quick, and the way they handled bending worked really well. My biggest gripe with the system was that it didn't have anything built in for investigating stuff, so when I ran a murder mystery arc, I had to import the "Investigate a Mystery" move from Monster of The Week.
Anonymous No.96410597 >>96410963
>>96407106
There is the problem. You think the show is about 'martial arts action'.
Its not.
Anonymous No.96410963 >>96414575
>>96410597
This is the correct take. It features mysticism-fueled martial arts, but it's really not a show about fights. It's an adventure series that is about the growth of the personal self in the face of adversity.

The show has a number of protagonist characters, but it has two notable deuteragonists that are frequently compared against each other: Avatar Aang and Prince Zuko. These are people who basically come from different times, and have entirely different approaches to their situations, but who are both burdened by (and are defined by) how they react to a sense of responsibility placed onto them by circumstances out of their control. Each of them has some notable internal conflicts that they struggle against regarding their own identities, and they both take basically the whole series to come to grips with what they think is the right approach.

Avatar Legends, as a major example game, hones in on this specifically. While it does offer a way to do fights outside of the regular constraints of PbtA's common mechanics, the core asset of the game is the Balance mechanic, which is built on two conflicting Principles that the player character thinks matter, being motivated and influenced by both things, but that they haven't yet come to a decision about the kind of person that they're going to be. It challenges you to find out where they'll fall, or whether they'll instead be able to thread the needle and find that hard-to-reach balance somewhere in the middle.
Anonymous No.96411259 >>96411351 >>96412723
>>96409160
I tried the first season and thought it was kind of mediocre. Felt like the show desperately wanted to have ambiguous morality, but didn't actually understand how to handle it.
Anonymous No.96411351
>>96411259
I watched up to season 4 and hear it goes to shit at the end, so I won't watch more. It was decent generic fantasy though.
Anonymous No.96411379 >>96411382
hatesex with korra
Anonymous No.96411382 >>96413061
>>96411379
no
Anonymous No.96412723 >>96469700
>>96411259
Not quite sure where you got the impression there was moral ambiguity. The main cast is all clearly good and the villains are all clearly evil, except for Zuko and his uncle who switch sides.
Anonymous No.96412776
>>96406675 (OP)
Probably because it's ultimately shallow as piss and each installment is worse than the last.

Not that you even play gamea in the first place.
Anonymous No.96413019
>>96407961
the game that not even its creators bought.
Anonymous No.96413050
>>96408534
>Never got the hype around this show.
People wanted to fuck the elf girl. That's about it.
Anonymous No.96413061
>>96411382
why not? I hate that smug cunt, but my dick insists.
Anonymous No.96413079 >>96413259
>>96409479
Regrettably, Heroes of the Elemental Chaos never got a big print run and WotC still doesn't have POD up for it, so the Elementalist Sorcerer is less than perfectly accessible.

But as a class, they'd be great for it, because they use a small selection of elemental effects in the exact manner that you're describing. Most everything is At-Will, and the class is pretty simple to use.
Anonymous No.96413112 >>96413183
>>96406877
I'm in the other anon's camp, I thought the game was OK but everything felt just way to "just say what you do" for me for every aspect. My group felt like it rapidly stopped being a game and was just roleplay.
Anonymous No.96413118
>>96406877
also this game just happened to be the game that (by domino effect) ended an over decade long friendship for me.
Anonymous No.96413183 >>96413201
>>96413112
This is how narrative-first games work. You describe what you do, and when that becomes mechanically relevant, you do the mechanics. It's supposed to leave a lot of things open-ended, but still give you some means of directing what happens.

It's not to everyone's liking though, and I can respect that. That's a far more real take than "it's just bad, mkay?"
Anonymous No.96413201 >>96413280
>>96413183
My group is used to very "gamey" feeling games, so it probably just wasn't a good fit to begin with. If they have a specific set of things with specific mechanics they know exactly what they wanna do. But if it's too open they just sorta get confused or feel like they're cheating somehow
Anonymous No.96413259
>>96409479
>>96413079
Someone made a set of Bender classes for 4e. Earth a Defender, Water a Leader, Fire a Striker and Air a Controller. It also had some new items and feats for Martials. Tbh it was kind of ass like it was written by someone who had played a little 4e but didn't quite get how each role should work or any of the math behind it. Might still be okay for a very short campaign, like maybe levels 1-3, but anyone playing base game classes would end up speeding past the Benders.

The pdf seems to be on 1d6chan if you want to give it a look.
Anonymous No.96413280
>>96413201
Yeah, I remember having to adjust to these kinds of games too. I cut my teeth on 3.5 and mostly played d20 games or other systems with fairly firm mechanics for a long time. The idea that you can just take a look at your skills and somewhat loosely-defined power sets and improvise all of the time can cause some real whiplash.
Anonymous No.96413563 >>96414480
>>96406675 (OP)
Because AtLA deserves to die as a franchise. The first series was very clearly lightning in the bottle and the subsequent series is proof that the creators aren't capable of making such a thing ever again.
Anonymous No.96414480 >>96414581 >>96416230
>>96413563
LoK had a lot of potential, and it shows it in places, but it's clear that it had very poorly executed showrunning. It doesn't help that the network wasn't fully supportive of it in the first place, but they should have put more effort into making sure that each individual season used its limited time effectively so that it could tell a closed story. Instead, it dawdles around wasting time on things like love quadrangles when that doesn't service the development of any of the characters, it doesn't spend enough time exploring the themes that each villain represents and the scope of the problems they relate to, and has to hurry to make up conclusions that then end up don't feel earned.

Notably, the co-producer/head writer for AtLA, Aaron Ehasz, did not work on Legend of Korra. That may not be a coincidence.

The novels are quite good though, actually. The ones about the life of Avatar Kyoshi.
Anonymous No.96414486
>>96406675 (OP)
lol, go back to your adolescent years in the 90s Old Man
Anonymous No.96414550 >>96430943
>>96406675 (OP)
I don't remember them being that big in the show.
Anonymous No.96414575 >>96415049
>>96410963
>Avatar isn't about action/martial arts/mysticism
This is why the pbta game is bad. It leads to braindead takes like this.
Anonymous No.96414581 >>96434640
>>96414480
A lot of people didn't get brought back in for Korra and then when their writing ended up being shitty and their plots stupid and contrived, they blamed Nickelodeon for jerking their chain on budget/number of episodes. An excuse which does not hold up when they still spent the majority of their limited episodes on pro-bending and shipping shit, and then spent 3 more seasons, which they did not deserve, on increasingly retarded plots that were even worse.
Anonymous No.96415049 >>96415325 >>96417861 >>96430155
>>96414575
Your lack of media literacy is disappointing.
Anonymous No.96415325 >>96417840
>>96415049
>media literacy
Nta but you really can't help yourselves lmao
Anonymous No.96415459 >>96415492 >>96416654
>>96406675 (OP)
>unc thinks Avatar had deep lore
*skull*
Anonymous No.96415492
>>96415459
Avatar is a modern masterpiece and the only people who disagree are contrarian faggpts who are miserable about everything.
Anonymous No.96416230
>>96414480
They made their first major villain a lame twist villain, it was there everyone should have known that it is NOT kino
Anonymous No.96416654 >>96454302
>>96415459
It's :skull: not *
for future shitposting
Anonymous No.96417840 >>96417861
>>96415325
If you can't understand that the fighting is just a cool extra thing that acts as an extension of the show's looks into philosophy, then you didn't pay attention. It's just that simple. Every character's bending, or their efforts to learn bending, are all dressing to the exploration of themselves and their goals. The climactic battles don't even end up being a matter of "I was stronger or more skilled than you," but "I'm a more balanced person than you, and I experienced character growth that proves that when you didn't change."
Anonymous No.96417861 >>96417995 >>96419585
>>96415049
>>96417840
Every single time I've seen some faggot quote "media literacy" at someone, they always have the most braindead, pledditor opinions, and you just went and proved that true yet again.

Characters explore their own drama and personal philosophies AS A PATH TOWARDS GREATER MASTERY OF THE SELF AND THUS GREATER MARTIAL POWER. Don't fucking run your mouth about philosophy while overtly misunderstanding that the fights are absolutely the point of a wuxia-inspired epic.
Anonymous No.96417920 >>96417947
>make avatar rpg
>no bending rules
What were they thinking?
Anonymous No.96417947 >>96417959
>>96417920
Which game would that be?
Anonymous No.96417959 >>96418049
>>96417947
Avatar Legends, the bending rules are just
>describe what you bend and then roll it lol
Which is odd for a series that shows characters learning specific moves
Anonymous No.96417995 >>96418013 >>96425840
>>96417861
This is not strictly the case for character growth. Aang and Zuko are primarily the ones whose exploration of bending actually imparts growth upon their characters. For the others, learning the premises and philosophies behind their bending is primarily incidental.

Katara does not need to learn the philosophies of waterbending to become a better person. Instead, it's her refusal to back down in the face of injustices, the thing that we already saw earlier in the series, that gets her the opportunity to learn from a master. Toph is basically already a master earthbender, and her learning metalbending isn't about the themes present in the story for her growth as a person in learning to understand how to trust and be trusted by others.

While the fights can be checks on peoples' character traits in the moment, they don't always facilitate their growth. Sometimes they're just revealing.

Media literacy is a real thing, and just saying "Avatar is about the special !NotMagic fighting" is not understanding the material, because that's putting the external aspects of the conflicts before the internal conflicts within the characters, which is the actual point of the story.
Anonymous No.96418013 >>96418088
>>96417995
>Media literacy is a real thing
he says as he tries to cherry pick his way through a losing argument. Literally nothing in the show gets resolved without a fight and you can't even argue around that without explaining how the fights are central to the story.
Anonymous No.96418049 >>96418175
>>96417959
>shows characters learning specific moves
Sometimes, yeah, but bending is flexible too. It's not like Toph was taught by the badgermoles how to do a million different techniques, she just has such a good inherent understanding of the fundamentals that she can constantly improvise. And it's not like characters can only use bending with specific forms or techniques, though we do see that there's plenty of that going on.

Notably, Avatar Legends DOES have rules for learning techniques, and for using those techniques when you get into combat. You still get to be descriptive, especially for more generic techniques that are based on knowing how to fight, which is loose, and out of combat, the game instead opens up what you can do with your bending in order to problem-solve. Heck, learning techniques tied to advanced forms of bending is your way to learn them enough to also improvise using that kind of bending out of combat.

For example:
>You are an earthbender. You know at least one earthbending technique, and you have earthbending as a training. Which means that when you do moves, you can implement earthbending to facilitate them.
>You find someone who can teach you metalbending, and you actually succeed in having the aptitude to learn it. You gain a metalbending technique.
>Now, you can also use metalbending in the fiction for using your moves.
Anonymous No.96418088 >>96418192 >>96418269 >>96418292
>>96418013
Aang literally resolves his fight with Ozai by stopping the fighting. The mysticism of energybending is a final check on his own internal conflict, where he wins because he finally found the resolve that he was lacking earlier in the series.

Dressing it up with a fight is dramatic and cool, right? We like seeing the progress and the potential of the Avatar, and it's cool to see how dangerous Ozai is. But it's not ABOUT the fight. It's about what having that fight, or what winning it, means to the person having it.

Zuko doesn't actually finish his fight with Azula either, and she isn't beaten as a matter of force. Instead, its his compassion and self-sacrifice that allows someone else to capture Azula, not to defeat her by force.

Whether you agree with me or not about what counts for what, you should be able to agree that "it's about the fighting" is, on its own, a shallow take. And it's a take that some people, including people in this very thread, have made.
Anonymous No.96418175 >>96418229
>>96418049
>It has bending! You can know basic or advanced and then roll for it :)
Lame, make a robust system that gives you layers of techniques that can be applied in numerous ways.
Anonymous No.96418192 >>96418241
>>96418088
Aang couldn't energy bend without subduing Ozai with his earth bending after an episode long bending fight
Zuko and Katara beat Azula in a bending fight

You can completely change the story of avatar but it would still be recognizable as avatar, bending elements in ancient Not!Asia. If you remove bending its just another medieval setting
Anonymous No.96418229
>>96418175
You can apply techniques in numerous ways though. One of the cooler things about the combat system is being able to strategically use the techniques you have access to in order to seize the advantage.

It's fine if the system isn't for you, though. Everyone's tastes are different.
Anonymous No.96418241 >>96418260 >>96418377
>>96418192
The elemental fighting creates a level of uniqueness to things, sure. That's how we can have multiple different stories in the same setting, and still recognize it as a part of that setting. But the story of Last Airbender, by itself, is defined by the progression of its characters. The bending acts as a reflection of aspects of the world and its characters. Which is to say, those things are in service to telling the stories of its characters, not the other way around.
Anonymous No.96418260 >>96418483
>>96418241
>But the story of Last Airbender, by itself, is defined by the progression of its characters
That's every story retard, we are talking about roleplaying GAMES. Games about inhabiting characters in a setting, a setting defined entirely by its elemental bending.
Anonymous No.96418269
>>96418088
>Aang literally resolves his fight with Ozai by stopping the fighting.
And what were they doing before that moment and what allowed Aang to stop him long enough to try that?
>But it's not ABOUT the fight. It's about what having that fight, or what winning it, means to the person having it.
It's literally all of the above, with the fight being the direct manifestation of all of those elements.
>Zuko doesn't actually finish his fight with Azula either
Because someone else is there to FIGHT Azula and Zuko has other people to FIGHT.
> you should be able to agree that "it's about the fighting" is, on its own, a shallow take
And pretending the fighting doesn't matter or is superfluous to the rest of the entire fucking series is pseudo-intellectual plebbitor drivel.
Anonymous No.96418292
>>96418088
This retard would want a star wars game with no rules for ship vs ship fighting or force powers because "the space battles/lightsaber duels are just a vehicle for the narrative".
PTBA shitters just have broken brains.

Every action movie/series/cartoon/book tells a story, that doesn't mean the actual fighting isn't as important, if not more than everything else.
Anonymous No.96418317
Look up "Avatar: The Second Age" it's a GENESYS conversion which is better than the trash official game
Anonymous No.96418377
>>96418241
Sure, the story and character development is important. But people who are signing up to play an Avatar game still care about the aspects and details of the world itself. Bending included.
It feels lame when the bending itself is treated as a complete afterthought.
Anonymous No.96418483 >>96418527 >>96418653
>>96418260
This is a dividing point though. Because when people say "I want an Avatar RPG" they can mean different things. This is where a lot of the arguing starts, because the desires of the people having the discussion sometimes don't match.

The two primary camps for this kind of arguing are more or less like this:
>I want a game with elemental powers and eastern-style martial arts and themes
>I want to a game that plays like it's emulating the source material
You might think that these are the same thing, but they're not strictly the same thing. Some people really want to play a game where the fighting resembles Avatar's first and foremost, and they want a mechanically-bound, more combat-oriented game. But some people really want to play a game where the character development and storytelling around that more closely resembles Avatar's as the priority.

When you look at this divide, it's really easy to see why some people like or don't like Avatar Legends, as an example. The people who are more combat and mechanics-oriented dislike the narrative-first looseness of things. The people who are more story-telling oriented tend to like the system, because it makes allowances for the fighting but leaves a lot of room for them to do other things more freely.
Anonymous No.96418527 >>96418653 >>96418660
>>96418483
>a mechanically-bound, more combat-oriented game
>a game where the character development and storytelling around that more closely resembles Avatar's as the priority
These are not incompatible. The official game could have covered both of these without much trouble if it wasn't using a bad system as its base.
Anonymous No.96418653 >>96418702
>>96418483
This >>96418527
The things you've praised about the system in regards to the story-telling elements is that it gives each character two opposed motives which they're trying to balance. That's not something remotely exclusive to PBtA. And it's not like PBtA is even good at capturing all of the show's story aspects.
Anonymous No.96418660 >>96418702 >>96418836
>>96418527
You're right that they're not incompatible. But you can see where the trouble in the discussion is, right? We only have so many systems, and none of them hit the full approval of different types of gamers. But that's kind of inevitable.

Though, I think that too many people balk at the narrative style of gaming that is being done by Avatar Legends and don't actually dig into how the fighting works vs using moves. Let me explain what I'm talking about, since a lot of people in the thread have probably not read or tried the system:
If I want to take my swords and climb a wall to get away from the bad guys by stabbing them into said wall as I go up, I don't need to know a combat technique for that, I just have to lean on my skills. Same thing with using waterbending to freeze a bridge over a stream, it's an application of the general skills available as a waterbender, and doesn't need a bunch of fiddly bits where I have to have "freeze a straight line" as a fighting technique.
When a fight actually starts, I have a bunch of different generic means of fighting that have mechanical definitions, but that I can flavor with my bending, or my other training that can be combat-applied (like martial arts, weapons fighting, or using tech). But I also have some advanced techniques more specifically related to my training that let me do trickier, more specific, or sometimes just downright more powerful things (though it's all balanced out in its own way). Here are some examples (here and in the next post):
>As a new character that's a firebender, and for one of the techniques you start with, you might know Flame Knives.
>In the first round of combat exchanges, you can use Flame Knives and expend energy so that you have this extra offensive threat that will take your opponents more when you attack them on subsequent turns. You don't need to use it as an attack repeatedly, you can assume in the fiction that you are actively using these flames to your advantage.
Anonymous No.96418702 >>96418745 >>96418836
>>96418660
(continued examples)
>As an earthbender, you might have the technique Ground Shift. This lets you disorient your opponent by messing with the ground under their feet, and it works even better if they've already had a status afflicted. So you can use a generic technique to try to inflict the impaired status on them first describing a way that you're going to knock them off balance, then follow up with your earthbending technique to push them that extra bit towards being stunned. You have the freedom to describe the set-up because it's less defined, but you are still leaning on the techniques you know to get the job done in that case.

>>96418653
No, it's not necessarily unique to PbtA. But it exists in that system, and is a unique version of doing that. It's very well-suited and very deliberately tuned to the themes of the source material.
Anonymous No.96418745 >>96418794
>>96418702
>It's very well-suited and very deliberately tuned to the themes of the source material.
Not really.
Anonymous No.96418794 >>96418952 >>96420536
>>96418745
Would you like to discuss why not?

I don't actually mind if people don't like the system, even if I like it and want people to give it a shot. My beef is with people saying that "it's bad, because it's not what I like," or people saying "PbtA is bad, but I won't give any opinions or specific reasons about why I think that." I have been playing TTRPG for enough years at this point to be very aware that not every system or play style gels well with everyone. I just want people to engage with talking about games more honestly.
Anonymous No.96418836
>>96418660
>>96418702
The problem with this is that you just find the mot effective way to do something (say, if the best status effect you can inflict with this ground shift is impairment"), and then you just do the exact same mechanical thing every fight because it's the most effective way of winning the fight. You have no incentive to do anything else because the game lacks mechanical grounding, it's all hand-wave do what you feel like bullshit.
Anonymous No.96418952 >>96419686 >>96419695
>>96418794
>Would you like to discuss why not?
I mean the easiest example would be that the game falls flat at representing Zuko's arc. He starts off in a very unbalanced place, and loses his bending temporarily only after he finally decides on a major change.
But the game doesn't actually let you fully lose your balance due to your own choices. Somebody has to push you over the edge, and that severe unbalance is what might cause you to lose control.
The game doesn't allow you to dictate that your own character has a crashout. Only the GM can do that.

All of this works pretty well for representing a character like Aang, you has a more clear struggle between opposed principles, and ends up in those emotional extremes where he loses control and enters the Avatar state. But it's the sort of thing that only really works in the context of Aang.
The game sort of assumes that all characters are actually quite good at staying balanced, because they start in the middle and have ways to reset to the middle. But it also assumes that characters are frequently shifting back and forth.

If you wanted to play as characters like Zuko and Iroh, you really can't. Your Zuko would be too emotionally stable, and Iroh would be having uncharacteristic wild mood swings.
Anonymous No.96419585 >>96419893
>>96417861
AtLA isn't wuxia or wuxia inspired, retard.
Anonymous No.96419686 >>96419695 >>96420698
>>96418952
See, I feel like from my perspective Zuko's arc is actually a good example of what the game can represent. The Successor playbook aligns well with much of what he has going on, described as:
>The Successor comes from a powerful, tarnished lineage. Play the Successor if you want to struggle against your lineage as it threatens to draw you in.

Who Zuko is, deep down, and what his family expects him to be, are major conflict points in his character. At first, you could read him as particularly leaning towards his Tradition principle, wanting to live up to his father's expectations and regain his place in his family. He holds tight to his identity, even if that's never really been who he is. Later on in the series, he comes into more conflict with his family, and he starts having something of an identity crisis, which you can extrapolate as his balance starting to shift around the other way from time to time. In Ba Sing Se, he starts to find happiness, and makes a drastic choice against his old ways by letting Appa go, which causes him to basically fall off into Progress, which discards tradition and expectations in favor of finding a new way. But even if he seems more balanced as a result of this, sometimes stuff just happens, and he goes off falling into Tradition again when Azula prods him just right; you can see how this would work by considering how desperate he looks when he helps her fight the gang in the caves. His struggle against his principles gets more drastic, but he eventually starts changing his mind more towards Progress over Tradition in general. At the end of the story though, he accepts that the way to make things right is to become the inheritor of his family's power, to continue the tradition of his family legacy and power, but with the tint of making new Progress by changing how the nation is governed as its new Fire Lord, which suits the way the playbook describes balance.
Anonymous No.96419695
>>96418952
>>96419686
As to your point about Iroh, they actually built a playbook for that... sort of. He is a man who has already found balance, but some of the themes that he touches on form the push and pull of the Elder playbook from the Wan Shi Tong book. It juxtaposes one's own wisdom and experience that they can offer, against knowing how much growth one person can always do, and how it's important to let others make their own choices. A more Experience-focused Elder can be a great mentor figure to help guide the new generation, but may be too rigid in their thinking by assuming they know best. A more Humility-focused Elder may undersell their own experience, and may not intervene in letting others make choices even if they may not be good ones. Balance is seeing these things in clarity, knowing how much you know and how much you don't know, and when what you can offer would be useful, and when to step back and let the youngin's do it themselves.
Anonymous No.96419893
>>96419585
You sure about that?
Anonymous No.96419904 >>96420394 >>96420536
So is this guy just a Magpie employee trying to stealth shill the game, or what?
Anonymous No.96420394 >>96420413
>>96419904
You can do better than this.
Anonymous No.96420413 >>96420536
>>96420394
Maybe try speaking with less authority as if you have some special insight into the game and the series at large that others don't. At best, you come off as a pretentious faggot. At worst, you come off as defensive and desperate to stop these chuds from besmirching your work.
Anonymous No.96420536 >>96420804
>>96420413
NTA, but I think you were assuming that the other Anon was me.

But they're right that >>96419904 is basically a bullshit post. There's nothing I could possibly do to prove that I don't work for Magpie, so it's basically just trying to invent a bogeyman reason to disregard what I have to say. Which, I made my intentions pretty clear earlier, when I said >>96418794. People can not like Avatar Legends or PbtA games or whatever, that's fine. I just want to have a real talk about the contents of the game, and what people like or don't like about the games that they play, and not just some lazy, out of hand dismissal.
Anonymous No.96420698 >>96421534
>>96419686
Yeah, that's the sort of things I'm talking about.
If you made a not!Zuko in the game, he would start as perfectly balanced. You could then lean towards Tradition, but he'd end up constantly suffering for getting thrown out of balance, losing control of his bending, etc. for playing a more extreme character. And you wouldn't really get to play normally again until you have him take a breather and center himself.

It's not that you can't construe Zuko's arc in the context of struggling with two different things. It's that the aspects of Zuko's struggle don't align with how the game mechanically handles such a struggle.
Anonymous No.96420804
>>96420536
It really doesn't help that every criticism you've responded do has been argued with an overly pedantic "nuh uh!"
Anonymous No.96420875 >>96421534
>>96407790
>The actual fights run on a separate mechanic set, where you use learned techniques instead of typical moves in a sort of round-by-round exchange.
It's retarded though because you have two different tracks to defeat enemies that don't interact with each other at all. If you're not going all-in on one track you're just wasting turns and fucking yourselves. One track also buffs enemies whenever you "damage" them on it until you defeat them and the other doesn't, so...
Anonymous No.96420913 >>96422593
>>96406675 (OP)
But they did! It’s called Avatar Legends and it’s based on the highly successful and fun PbtA engine! It works great and is…pfft…. It’s so good-….pfft… HAHAHHAHAHA. I’m sorry I tried saying it with a straight face. I can’t.
Anonymous No.96421376
>>96406675 (OP)
Literally everything after the original show was a fubble. Fumbling is on brand for anything Avatar related.
Anonymous No.96421534 >>96422441 >>96422662
>>96420698
>If you made a not!Zuko in the game, he would start as perfectly balanced.
That's not quite correct either, though it can be the case. You as a player have the right to start one step off-center. in whichever direction you like, just to help get things going. It's not as extreme as how Zuko was in the beginning, but it's something.

The WST playbooks are especially weird though from a mechanical standpoint, so there's one that's even a standout on this matter. The Razor is where you play a character who has previously been used as a weapon and has things to atone for. At the start of the game, half of your balance track is actually unusable. To get it back, you have to start your attempt at a redemption arc first.

>>96420875
I see that you're talking about fatigue vs balance. Most opponents actually can't take being pushed around on their balance very much if you're looking at how the game is supposed to balance itself, nor can they eat a lot of fatigue. It's really the more powerful enemies (read like: more plot important) that take more work to fully knock over either way. Trying to push an enemy off balance is less straightforward than trying to mark all of their fatigue in some ways, even though it can often be done in fewer steps. Here's how I look at it:
>Trying to burn out all of your opponent's fatigue is just wearing them out. It's totally consistent results.
>Trying to push them off their balance can happen faster as long as you're smart enough to identify ways to keep pushing it, but it's riskier since they do more when being off their center makes them go harder, and they can cause consequences when they lose their balance.
I think that having two lanes to approach defeating your enemies like this isn't necessarily a bad thing. GMing the game, I've had enemies who have appropriate story reasons to be tilted in come in hot by being off their center to begin with, which pumps up the intensity immediately, but makes beating them easier.
Anonymous No.96422441 >>96422584 >>96424607
>>96421534
>It's not as extreme as how Zuko was in the beginning, but it's something.
Yeah, that's sort of what I'm getting at. The structure of assuming that characters start centered or relatively centered ends up as a limitation with regards to how you can actually construct characters.

Zuko is definitely the case where it seems like he's just stuck at an extreme and only eventually starts to resemble a character that could have a balance track at all. Which is why it feels off to say that the system is designed to play out Avatar-esque plot beats when one of the most dynamic characters in the show would need to bend the rules so heavily in order to get a similar progression.
Anonymous No.96422584 >>96423102 >>96424607
>>96422441
I can definitely see where you're coming from. Though, in this case, I feel like it's meant to be kind of a compromise between the concept and the mechanics. Since there's an emphasis on "finding out" where your character ends up in both the system and in PbtA philosophy, it's less ideal to start with your balance pushed out too far at the start. If your center moves, it gets easier to be pushed off in the same direction again, and if your center gets knocked all the way off, that kind of brings your character arc to a close. You already know what principle you choose over the other one, firmly.

I mentioned that the Razor is an unusual exception, so I want to cover my bases in regards that too. That has the extreme case of only having one principle open at the start, period, and relies on the honest attempts by the player to want to engage in a redemption arc that slowly opens up the track in the other direction. In that case especially, starting with your center actually centered at 0, or not pushed out too far, is kind of protecting you from breaking yourself.
Anonymous No.96422593
>>96420913
This anon is overweight and hasn't showered in several days.
Anonymous No.96422662 >>96423145
>>96421534
>I think that having two lanes to approach defeating your enemies like this isn't necessarily a bad thing.
It is when there's no integration between the two. It's just bad, wasted design. If your fatigue targeting party members' efforts helped you against balance or if balance targeting helped your fatigue targeters that would be fine. But they don't. It makes no sense. You're wasting turns and giving the enemy equivalent of ablative armor. You're sabotaging each others actions.
Anonymous No.96423102 >>96423145
>>96422584
>is kind of protecting you from breaking yourself.
That's the thing I mentioned before though. The player can't intentionally choose to break themselves.
Or more specifically, if you hypothetically started at one extreme in terms of your balance, the only thing that can push you over the top is the GM forcibly shifting your balance that way again to cause you to lose it entirely.

>If your center moves, it gets easier to be pushed off in the same direction again
That's sort of the core of the issue then, isn't it? It's hard to have a character who leans heavily one way early on and then redeems themselves, because the more you lean into a direction the more likely you just end up getting pushed that way again.

And ultimately, I think all of this culminates in the exact issue. The system breaks down with regards to redemption arcs or characters who stay at one extreme and take time to move out of it. The system has protections in place to prevent players from trying to make such characters.
But then why are we trying to say that this system is great for Avatar-style storytelling, when one of the main characters has a major redemption arc? That just sounds like a massive blind spot.
Anonymous No.96423145 >>96423194 >>96423210
>>96422662
I understand where you're coming from, and I actually used to think this way. But then I realized that because both things are so different, there's no point in worrying about trying to spread out and do both. The players I've run the game for came to a similar conclusion. Against most enemies, targeting fatigue is find. After all, it's easier to wear someone out than psychoanalyze them and then try to push them mentally into crashing out. It's only really worth knocking over weak enemies by throwing them off-balance, or pushing over stronger enemies who have already had their balanced moved off of center. Sometimes, they'll do that themselves with certain techniques, or sometimes they just come into the situation a little tilted already.

All of that to say, rather than try to attack both tracks all of the time, it makes more sense to approach which way you want to down the opponent situationally.

>>96423102
>The player can't intentionally choose to break themselves.
You actually can, to some extent. It's entirely possible to make yourself fall off trying to get a good advantage one more befor eyou eat the consequences, as an example. Though, again, the game is about the journey more than it is the destination. You are playing to find out, and that asks you to have a character who is very unsure and is of two minds. So, while you can still have stories that explore whether you can pull yourself out of bad stuff like your family lineage, or the ways you're used to dehumanizing people (including yourself), you're not really intended to do so from a position where you're already pretty stuck in one of those ways.

It's just one of those nuances where you can tell stories with similar themes, but not necessarily in all of the exact same ways.
Anonymous No.96423194
>>96423145
>All of that to say, rather than try to attack both tracks all of the time, it makes more sense to approach which way you want to down the opponent situationally.
But then there's the problem of whole playbooks, stat arrays and abilities built towards targeting different things.
Anonymous No.96423210 >>96423254
>>96423145
To give a point of comparison, in some ways this is just reminding me of games like Exalted which similarly have intimacies and principles like that. Except instead of just two diametrically opposed ones it can detail a lot more beliefs and connections, and each is something that can either bolster your character's resolve, or get exploited, with any of the potentially clashing or overlapping. Likewise, there's also a way to hit a limit and have a character be consumed by anger or grief if they're go against their beliefs too often.

Now obviously there's a couple main differences. The first is that Exalted is about playing demigods, whose stories are going to more often resemble a Greek Tragedy, like Hercules killing his family in a rage.
The second main difference is that I've never seen someone point to Exalted as an example of a robust storytelling system.

Why I bring this up is that I'm not entirely sure what you're trying to say that Avatar Legends is doing that makes it so great as a storytelling system, especially for Avatar. It's asking for every character to be evenly split between two ideas, which means there isn't room for any other type of character.
This is what I said earlier, where it handles something like Aang's conflicts well, between his childishness and responsibility, but if it's completely falling flat elsewhere, how is the system achieving its goals?
Anonymous No.96423254
>>96423210
>It's asking for every character to be evenly split between two ideas, which means there isn't room for any other type of character.
This is aided somewhat by the fact that there are many different playbooks, but I still get what you mean. Playbooks aren't exactly classes (which is something a number of people don't grok easily), but archetypes. You can still play around with the details, but getting what the game is trying to give you out of the whole thing does require that you settle into the confines that it's providing for you.

We've talked about the Balance part of the game quite a lot, but it's just one facet of how the game tries to facilitate making it an Avatar storytelling game. I'll mention that it has all of the dressings as an officially licensed game, and we can set that aside because that stuff is more on the superficial side anyway. But when we look at what it does that relates it to Avatar works as a story, we can find some additional things that it's doing.
>Diverse trainings like bending types, martial arts/weapons, and technology are different, but equally represented and flexible for problem-solving. Something that the series ends up making clear is even characters without bending can accomplish a lot, so the power balance between your "magic" and your "not magic" is all still perfectly valid.
>The process of learning new techniques from others involves mentorship, and a mentor will generally try to get what they can teach you to click in a way that imparts their personal philosophy on the matter (which we see when Aang learns Earthbending from Toph, or Hama is teaching Katara about being resourceful when she's setting her up to learn bloodbending)
There are some other things I could talk about as well, but those are a couple of examples of things that this game is doing specifically. Between the character limit and my need to sleep, I'll leave it there for now, but I hope that these help you see the connection to the material.
Anonymous No.96423275
>>96406686
/thread
>>96406675 (OP)
You have to go back.
>>>/reddit.com/
Anonymous No.96423281
>>96406675 (OP)
Anonymous No.96424607 >>96425810 >>96427403
>>96422441
>>96422584
Something also of note is that while Zuko only gains a sense of balance much later, it's right around that time when he joins the party. Characters that are dramatically out of balance like that might be more suited to be villains and this is a nudge in that direction.
Anonymous No.96425810
>>96424607
Since you bring this up, it's notable that NPC characters, unlike player characters, have a balance track that is only built on one Principle, not two. So your allies, randoms, and enemies, are going to have a central ideological concept that they affix to that helps contextualize why they are the way that they are. They can still be centered, but there's no "other way" they can be pushed. You can only manage the extremes to which they feel and respond to that Principle. The very idea of "balance" for them is less something you can mechanically track, and more of something you have to take a step back from and look at what they're doing. Many such characters are not going to be balanced when the player characters meet them (due to the nature of adventurers finding problems), but may become balanced as a result of their influence.

Principles can be all kinds of things too. In a game that I ran, one of the major members of an antagonist faction actually had "Honor" as a principle. With the right influence, it may have been possible for him to flip sides, because "being a bad guy" is just the current state of his life, and he doesn't see it that way. But he always acts on a code of honor, and is motivated by a sense of honor that he thinks has to be restored. This character is not Zuko, and actually exists as an example of "the war is over, and it was determined that we were the bad guys," but you can really draw the parallels in a way that's like what you're suggesting.
Anonymous No.96425840
>>96417995
>waterbending to become a better person.
Bloodbending
>Instead, it's her refusal to back down in the face of injustices
Bloodbending

If you don't understand what this means you have zero media literacy, but I'll spoonfeed you the answer if you beg for it.
Anonymous No.96426362 >>96426796
>>96406711
>internal conflict in the coming-of-age characters.
BORING.
>PbtA
Not a real game
Anonymous No.96426796
>>96426362
Anonymous No.96427403 >>96427676
>>96424607
What's funny is once he finds balance he gets notably weaker until he learns special new firebending techniques from the sun people, so the game would fail to simulate this as well
Anonymous No.96427676 >>96427918 >>96428380
>>96427403
My read of this thread is that the pbta game promises a high quality emulation of the themes and arcs and archetypes in the show, but in practice, it can only really do a certain kind of story that is not actually a perfect fit for Avatar (or anything else from the sounds of things) and on top of that glaring flaw, it also doesn't have good combat or anything else to make up for the poorly executed dramatic elements.
Anonymous No.96427915 >>96428452 >>96438459 >>96442395
I want to hate legend of korra. They wasted lot of potential with the story. Unlike OG avatar its obvious they had no real idea what story they want top tell and how to get there, instead they bumbled along blindly. They had no idea how to use and develop Korra herself. They relide of bunch of pulled out of the ass bullshit to progress whatever little plot they had in mind.

But, still, i cant bring myself to hate that series. Because for all their faults, they did one thing right: Korra's visual design. I simply enjoy watching her on the screen, and my dick draws enough brain from my mind that i cant rally care about all the numerous and obvious flaws of that damn show.

Sex sells. Even if it just slight implication.
Anonymous No.96427918
>>96427676
I would concede that it can represent Aang quite well. Aang is routinely trying to find a balance, because he's the avatar, and is torn between freedom and responsibility. And when his emotions run high, his bending goes out of control with the Avatar state.
The system represents that, specifically, relatively well. But that lone positive falls apart as soon as you remember that Aang isn't the only character in the show.
Anonymous No.96428380
>>96427676
It's kinda more like... "a story that revolves around the actual Avatar and stakes that big aren't the intention of the game, so here's a more consistent and rounded experience that still gives you much of the same things."
Anonymous No.96428452
>>96427915
You can like character designs and still think, rightly, the show was dogshit.
Anonymous No.96430155 >>96433914
>>96415049
>still thinks its about the show
Your lack of understanding of people who play TRPGs is even moreso disappointing. This is all about the non-venn of people who like Avatar enough to play a branded TRPG, people who like PBTA enough to play a show branded version of it, and people who aren't pogging over punching bad guys with rocks.
Anonymous No.96430921 >>96433929 >>96434149
Just throwing in my two-cents. I've run one game for a couple friends, most of which have only played a little D&D, if anything before. We had fun. Is it a perfect system? No, but it worked well enough for us. I think the best thing about it for us and probably a lot of other people, was the campaign worksheet. I didn't have to spend hours/days/weeks prior to the game cing up with a plot and NPCs and and everything. We sat down before we played and took 30-60 minutes to discuss how the characters became a group and what the adventure they were on was and then I improvised everything else from there. We didn't have to spend a massive amount of time role-playing the characters meeting for the first time and learning what the adventure is going to be about. You could still play it that way if you want, but it really helped us get into playing the game faster, and really helped me run a fully improvised session.
Anonymous No.96430943
>>96414550
Anonymous No.96433914 >>96434042
>>96430155
>Non-venn
That sure must by why the game has an active following then. I guess I'll just re-write the way things are defined because you identified that different people want different things, but couldn't give the benefit of the doubt that sometimes, some of these elements do overlap.
Anonymous No.96433929
>>96430921
This kind of thing is actually really useful. A lot of people will bitch and moan and say "session zero is unnecessary garbage," but communicating and setting expectations is important in any social hobby like this.
Anonymous No.96434042 >>96435535
>>96433914
>Doesn't know what a non-venn is
You're not half as smart as you think you are.
It means they're no significant overlap.
Anonymous No.96434112
Sex with Korra
Anonymous No.96434137 >>96434415
>>96406675 (OP)
I always felt like Korra underwent substantial rewrites where different versions of her were combined into the version we got, and that is why her story feels like it doesn't mesh well. For example: Korra's attitude doesn't at all match her upbringing. She was raised since she was a toddler by an ascetic group of bending masters who have focused on guiding her development as the Avatar and her maturation into adulthood.

But you'd never know that Korra was raised by elderly mystics from the way she behaves. She doesn't have any of the mannerisms of the people who raised her, and is a confrontational and violent person in general. Which is bizarre because I cannot imagine ANY of her teachers and caregivers in the White Lotus would've tolerated that behavior in her at all and would have taught her discipline and manners at a bare minimum. She was a student of Katara's for a decade. Do you think Katara as an old woman was any less prim than she was as a teenager? That she'd tolerate sass, shirking, or temper tantrums from a southern water tribe girl who ought to know better? It doesn't add up.

Rather than rewrite Korra's personality to match her backstory I think it makes more sense to rewrite her backstory to fit her personality. Namely: I think Korra was at some point designed as being born in Republic City, and grew up in the slums. This means Mako and Bolin can be friends she knew from earlier in life, that her interest in Pro Bending is more significant since it's a means of getting out of the slums for her, it gives her a much easier way to hook into Republic City's criminal element and the plot lines connected to that instead of being a total outsider, and it also I think explains her inability to reach the spirit realm. She's too rooted in worldly concerns, pursuit of money, fame, status, etc, and the day-to-day struggle of growing up poor in a bad environment.
Anonymous No.96434149 >>96437695
>>96430921
>a rules lite game is easy to pick up and fun for one session
That about tracks, games like this have no real meat to keep a campaign going. Fun for people who play once a month or so with people who aren’t invested in games
Anonymous No.96434210
For better or worse, people feel weird about saying "we got together and did acting improv with my friends all evening" so they call it game night, despite the "game" being completely accessory
Anonymous No.96434415 >>96434640
>>96434137
Korra seems like the show suffered from a lot of rewrites and uncertainty, since from what I remember they didn't even know how many episodes they were actually going to get.

Even so, they dropped the ball on a lot of stuff that shouldn't have been impacted by that, like you said. Korra comes across as someone who's never had any proper discipline or teachers at all, rather than a highly sheltered water-tribe girl.
Anonymous No.96434513 >>96435694 >>96435731 >>96438468
My slightly controversial Korra opinion is that her starting point as a brash dumbfuck moron who's good at all the physical aspects of bending but doesn't even remotely get the spiritual side is a great concept. Like you can take such a character with so many flaws and so many lessons to learn and then you can write the show to be about her learning lessons! It practically writes itself.
Anonymous No.96434640
>>96434415
I'd like to refer you to this post, so I don't have to repeat myself >>96414581

Production problems aside, they made many bad decisions in spite of episode count, renewal uncertainties, and budget constraints. It was simply a bad show made by two guy who could not recapture lightning in a bottle.
Anonymous No.96435535 >>96437847
>>96434042
Just because you don't like one of the categories doesn't mean there's no significant overlap there. Your bias is the problem with your description.
Anonymous No.96435694
>>96434513
>It practically writes itself.
Super true.
Which makes it all the weirder when they didn’t have Korra grow, learn, or understand her shortcomings as the show went on.
Expectations = subverted
Anonymous No.96435731
>>96434513
I don't even think that's controversial. Someone struggling to learn a certain type of bending because it clashes with their personality is just how we've been shown learning bending works.
Someone brash and worldly struggling with airbending and spiritual aspects makes sense, and having that be the focus should have been easy.
Anonymous No.96436697 >>96438258
>>96407420
the most popular TTRPG on the market has an incredibly crunchy and rigid combat system and then "lol I dunno you figure it out" for social interactions
Anonymous No.96437695 >>96437772
>>96434149
I wouldn't call the game rules-lite. Does it have less mechanical representation than D&D? Yes. But if you think about the mechanics in an RPG like a tree diagram, D&D has a lot of depth, that is to say lots of rules and mechanisms that you don't need to concern yourself with as a player/GM because they aren't relevant for your particular character/game; where as a greater percentage of the rules Avatar Legends does have are in the first couple of layers (the ones every player needs to be aware of, to some extent, to play).
Anonymous No.96437772
>>96437695
I would agree with this description. Avatar Legends is not remotely lacking for rules to guide the action or provide structure. You may not have as many fiddly bits related to actualizing what you want to do, but there is a clear framework.
Anonymous No.96437847 >>96438087
>>96435535
So your reading comprehension is low as well, you're funny.
Anonymous No.96438087 >>96443599
>>96437847
No, I just fundamentally disagree with the premise of your statement. Your behavior is goofy, also.
Anonymous No.96438131
threesome with asami and korra
Anonymous No.96438258 >>96438394
>>96436697
If anything Avatar Legends is the opposite. Keeps combat simple and loose, but has solidified rules around roleplaying and how your character is allowed to act or feel.

That's part of why PBtA can be hit or miss even for people who like to focus on roleplay or story, because having a bunch of rules around it makes you feel more like actors rehearsing lines rather than a character making decisions in the moment.
Anonymous No.96438394
>>96438258
I think that the latter matter falls out of concern with time. You gain a sort of mental agility to the idea that "my character feels these things right now, and the opportunity to act on that is available here."
Anonymous No.96438459
>>96427915
Korra is just about the only really well-designed character in the show, everyone else are just meh.
Asami and metalbending police lady just aren't everyone. And most other characters are men(gay), or children(pedo). Also they killed off a bunch, unlike AtLa. Also gay.

Meanwhile I struggled to watch through the seasons having to pause and facepalm all the time.
So no, I don't think the visuals fully compensate for the show at all. It was just too retarded.
Anonymous No.96438468 >>96442342 >>96442646
>>96434513
Yeah, a concept. In reality is a dogshit, one of the most popular concepts of all.

You what this actually is? A minmaxed character with gimped socials, discipline, spirituals and so on, who's, by design of vast majority of systems, self-sufficient enough without the *need* for a improvement.
They only come out of the woodwork with GM's narrative to enforce a story.
Anonymous No.96442342
>>96438468
kek not wrong
Anonymous No.96442395
>>96427915
>"Because for all their faults, they did one thing right: Korra's visual design."
>posts the downgraded Korra design haircut
Anonymous No.96442646 >>96443186 >>96446904
>>96438468
I don't even really understand how Korra, a free-spirited, adaptable master of three bending styles could be exposed to airbending and go
>this shit makes no sense!
When it's all the same aspects of bending that she's already mastered. She can master the forms and breathing and coordination and personal level of intense spiritual control to freely wield Fire, Water, and Earth interchangeably, but being asked to breath and center herself for airbending is some absurd hurdle? Fuck off. That's pure contrivance. They needed an excuse for there to be drama with Tenzin, so they just forced the drama. The real hurdle should have been about learning responsibility, philosophy, and the statecraft she'd need to demonstrate as the Avatar in a world that was becoming less spiritual and more materialistic.
Anonymous No.96443186 >>96443573 >>96443673
>>96442646
I mean, there is a sense that Korra is such a physical person who can't detach from anything, that spirituality is completely out of her reach. She has all of the philosophical potential to master firebending and earthbending, but is too bull-headed and unable to untether herself.

It's still kinda dumb that she just acquires airbending suddenly though, and then can just kinda feel it out. She's missing a character arc where she changed enough to earn it. Between Season 1 and 2, Korra is basically still the same person.
Anonymous No.96443573 >>96443673
>>96443186
Putting aside the massive problems with Amon being able to permanently take away bending with some inexplicable bloodbending power, there's also the implication that Airbending exists on some special, separate system from her other three forms of bending. And then the even weirder resolution where she realizes she still has airbending, a thing which she'd been unable to use in any way before in a situation totally unrelated to her personal struggles with it or her spiritual education. So instead of learning a valuable lesson about herself and bending as a spiritual practice, it's a last second asspull for a villain just so she can push him out a window and make him spontaneously waterbend in front of a large crowd of bystanders, while his makeup comes off.

God, I fucking hate Korra. What a fucking awful show.
Anonymous No.96443599
>>96438087
>I disagree with proven facts.
Silly
Anonymous No.96443673 >>96444335
>>96443186
>>96443573
I always got the impression that it was due to Amon not knowing the right points to block to take away Airbending, or otherwise not thinking to do so because Korra hadn't been able to at that point.

Either way, it's still a really dumb asspull for her to suddenly do it just because she's out of other options, rather than having actually learned any lessons to allow her to do so. Her being stubborn and struggling with airbending works fine, but it means that her learning airbending should come when she learns how to be less stubborn.
Anonymous No.96443887 >>96444033 >>96468765 >>96470325
Rolled 54, 30, 14, 57, 54, 43, 37, 27, 64, 44, 8, 34, 59, 14, 30, 64, 41, 2, 54, 17, 20, 32, 41, 5, 62 = 907 (25d69)

>>96406675 (OP)
SEX SEX SEX

KORRA OWES ME SEX

DARK TANNED SKIN WITH PALE ONE-PIECE SWIMSUIT TANLINES AND DARK AREOLAS

A LANDING STRIP THAT TICKLES MY NOSE WHILE SHE SITS ON MY FACE

AN ASSHOLE THAT LOOKS LIKE A BLACKCURRANT, GLEEFULLY WINKING AS I BRING HER CLOSER TO THE EDGE

THESE ARE ALL I WANT

WHY AM I DEPRIVED OF IT
Anonymous No.96444033 >>96444116 >>96468765
>>96443887
why would any woman be interested in you
Anonymous No.96444116 >>96466153 >>96468765
>>96444033
this kind of attitude is why i rape people
Anonymous No.96444335
>>96443673
>I always got the impression that it was due to Amon not knowing the right points to block to take away Airbending
I have never once found this to be a convincing idea, whether that's the case or not. But at least we agree that she didn't really earn her airbending.
Anonymous No.96446904 >>96448059
>>96442646
Eh, well, there are archetypes who are just unable to properly chill.
Air bending having a special touch of chill would make sense for the kind of spunky rebel or a workaholic like police lady to be unable to grasp.

You're also not exactly correct about discipline. At least Fire and Earth bending has a lot bound to the attitude, and even Azula in her crazed state is able to produce lightning. I imagine it could be self-taught easily, and bruteforced, which is exactly what she did. She's not as much adaptable as she is fucking stubborn.

Also while the show is overall dogshit, I did appreciate moments of inspiration, like that bad guy-turned-Airbender being unable to fly until his girlfriend dies. The level of spiritual detachment from everything required is quite notable. Still dogshit.
Anonymous No.96448059 >>96448248
>>96446904
If you think about Aang's troubles during his earthbending training, it gets really clear. Toph kept saying he had to take it hands-on and directly, and he kept trying to look for indirect means or alternate approaches. The philosophy of the Air Nomads includes pacifism, with Aang preferring to not fight unless he was attacked first. He tends to prefer evasive maneuvers over striking too, which Bumi calls him out on as typical Air Nomad behavior.

Korra in the early part of her series is the kind of person who does everything incredibly directly. She's too stubborn to back down or try to get away from a problem, or to try to resolve it any way other than by use of force. Because she can't hold back and open her mind to new possibilities. The only exception, the only time she earns progress on her airbending training, is during the pro bending match. Confronted with insurmountable odds, she realizes that her way of doing things can't work, and that she needs to pull back and do something else if she wants to make it. So then the bagua-style dodging starts to click.
Anonymous No.96448248 >>96448522 >>96451217
>>96448059
Aang struggled more with Firebending than Earthbendering because Fire is innately destructive and harmful. It wasn't that he couldn't do it, but that he had a mental barrier about fire, both because of the trauma it caused him, but also because he couldn't see fire as anything but a force of death and destruction, which stopped him from using it or trying to learn it for a time.

Korra, by contrast, practically popped out of the womb able to wield 3 elements for no discernable reason, and then went her entire life without ever once having something try to teach her restraint or anything to do with airbending, and the best they can really do to explain it is that she's just stubborn, and instead of learning to be less stubborn, it's an asspull trump card to resolve a villain's plotline because they had no real idea what to actually do with Amon and the implications an anti-bender underclass would bring to the setting.
Anonymous No.96448522 >>96451217
>>96448248
No, actually. That description of Aang's relationship with firebending isn't correct. The Air Nomad genocide did not make him averse to learning to firebend at any point in the story, nor did the way that he constantly saw firebending being used.

If you start thinking about it from the episode "The Deserter," Aang didn't have a block with Firebending at first. In fact, he was eager to start learning it and harnessing its power (even too eager). He doesn't gain a block on learning firebending until his lack of restraint causes him to burn Katara, something that he says in his own words at the time makes him not want to firebend again. However, he lets go of this burden on his mind when he's training with Guru Pathik. He doesn't approach the subject of trying to learn firebending again until he has already mastered earthbending, and at that point he isn't exactly against doing it, but thinks that there's no path for him to learn.

It's convenient for him, that by learning from the dragons, that he can take a different approach to firebending at a philosophical level. It lets him skirt around the negative connotations that he's familiar with, even though those things weren't holding him back at that point.
Anonymous No.96451217 >>96451805 >>96451929
>>96448248
>>96448522
Yeah, compared to Earthbending, Aang picks up Firebending about as easily as he picks up Waterbending. As soon as he actually tries to make and manipulate a flame, he gets it pretty much instantly. The problem is that he treated it the same way he did air or water, hurt someone, lost his teacher in the same episode.

All of Aang's struggles really only serve to highlight where the Korra writers went wrong though. Personality and philosophy can make it harder to learn an element as the Avatar. Growing as a person or learning lessons is how you overcome that and make it easier.
The character arc for Korra to become less stubborn was a valid option, and would have the upside of having her argue with her friends less. But instead she just remains relatively stubborn and learns airbending anyway.
Anonymous No.96451805 >>96451866
>>96451217
She is a bending prodigy and so every situation that can be resolved by bending does get resolved by bending. Ironically she would probably start approaching the airbending mindset if she was forced to overcome problems without the use of bending whatsoever.
Anonymous No.96451866
>>96451805
That's still a problem with the writing though. The writers are the ones creating the situations she finds herself in. The responsibility is on them to put her in situations where she has to grow and change as a person.
Anonymous No.96451929 >>96452058
>>96451217
So was being born a Fire Nation avatar just life on easy mode?
>Starting element forces you to learn control and discipline
>Not tied down by any bullshit like air nomad vegetarianism or pacifism
>Culture is innovative and likely encourages thinking creatively
>You get a fucking dragon as a mount
>You don't have any hang ups that would inhibit earth bending
>You don't have any hang ups that would inhibit air bending
>Maybe water bending is harder for you but water bending fucking sucks anyways
Anonymous No.96451944 >>96451961 >>96452116
No one wants to play an Avatar TTRPG after Korra killed the lore.
Anonymous No.96451961 >>96452011
>>96451944
Nah. You can ignore Korra, or just play in the world's expansive historic eras instead.
Anonymous No.96452011 >>96452037 >>96452044
>>96451961
You could, but that doesn't change the common perception of it.
Anonymous No.96452037 >>96452069
>>96452011
but anon the new show will surely revive people's interest in the avatar franchise ;^)
Anonymous No.96452044 >>96452059
>>96452011
>"Oh no, one of the shows was bad. I guess I'll never enjoy interacting with any parts of this franchise again!"
Awful take for anyone to have.
Anonymous No.96452058 >>96452087 >>96452125
>>96451929
Roku does mention that waterbending was especially challenging for him, so presumably there's something about it that's harder to grasp for someone who starts as a firebender, though I'm not sure we're ever told what that is.
Conversely we also don't really see what would make firebending harder for a waterbender.
Anonymous No.96452059 >>96452092
>>96452044
I'd agree, but why would you make up a take just to disagree with it unless you're a miserable schizo anyways?
Anonymous No.96452069
>>96452037
Anonymous No.96452087
>>96452058
I can kinda see how one could argue that fire bending is inherently aggressive/forceful whereas water bending is more about going with the flow (ignore the tsunami and other aggressive water bender shit).
But even then, there are fire bending moves that work on similar principles. I think it's just part of one of the problems the original setting had: It doesn't keep working very well if you try to dive deeper than what the show offered.
Anonymous No.96452092 >>96452103
>>96452059
Did you fail to read the flow of the conversation?
Anonymous No.96452103 >>96452129
>>96452092
The 'flow of conversation' the excuse you're using for just inventing a take to rail against, retard?
Anonymous No.96452116 >>96453503
>>96451944
The only thing Korra really did to fuck up the lore was the stupid spirit twin thing, but you can just ignore that. It's not like it's the Star Wars Sequel Trilogy, it's more like the Star Wars Prequel Trilogy, where it doesn't break the original and leaves plenty of interesting material to cut and splice in.
Anonymous No.96452125 >>96452812
>>96452058
Firebending is a direction of your passion. You manipulate the ki from your own body and you release it as fire, a realization of your own self.

Waterbending is working with the flow. The tides push and pull, water flows with a natural direction. Waterbending it about working with and manipulating what's already there.

Both types of bending are particularly related to ki manipulation, but they take an entirely reversed approach.
Anonymous No.96452129 >>96452137
>>96452103
I'm sorry you don't understand. If you lack reading comprehension, we can't have a conversation.
Anonymous No.96452137
>>96452129
Anon, you're the one who utterly lacks reading comprehension and had to invent a quote wholecloth to get mad about. Maybe go on xitter next time you feel the need to get mad at imagined beliefs.
Anonymous No.96452254 >>96453510
>lust-provoking image
>time-wasting question
Anonymous No.96452812
>>96452125
I could see that making sense. A waterbender learning firebending might struggle to put enough force into it, while a firebender learning waterbending is going to be struggling against the flow because it's not as internal.

It's just less obvious than the dichotomy between air/earth because we have that one spelled out more directly.
Anonymous No.96453503 >>96455274 >>96462693 >>96463117
>>96452116
And
>making lightningbending so common/mundane it's used for power plants
>making Bending a spiritual cum packet from the lion turtles instead of something humans learned through observation of the Bending animals
>made more airbenders out of nothing

Probably more I'm forgetting.
Anonymous No.96453510
>>96452254
How is that a lust-provoking image?
Anonymous No.96454302
>>96416654
It's also :wilted_rose:, not :skull:. Get with the times, gramps.
Anonymous No.96455274 >>96457160
>>96453503
>made more airbenders out of nothing
Uhm, that's a good change though.
They only made like like 20-200 of them, which is a pittance.

Having all remaining Air Benders come from Aang wasn't satisfactory for me desu.

Also people were born benders before. I can remember anyone from water tribe bending fire for instance.
Anonymous No.96457160
>>96455274
In addition to this, take note that the new airbenders who didn't give up their previous lives will probably have their bending dwindle away.

Airbending requires a level of detachment from worldly things as a part of its spiritual nature. This is why being truly detached from all worldly things allows for flight. On the flipside of this, Kyoshi's mother Jesa was a master airbender who left the Air Nomad lifestyle and became a criminal, and fell in love with a man that she carried on a relationship with. Her life became so material that despite her level of skill, her airbending became weak. She had to rely on the use of a pair of metal fans (which Kyoshi would eventually acquire at some point in her life) in order to amplify her weakened airbending.

The former Air Nomad culture was basically all benders. It's speculated that this is because they lived such spiritual and impermanent lives. They lived away from the other cultures and only come to them as travelers, they would migrate from temple to temple rather than have any one temple act as a permanent home, they engaged in simple pleasures, and they sought introspection and spiritual growth rather than physical strength and material development. This is a perfect recipe for being in touch with one's own airbending, and people who live vastly different lives will not be able to maintain their connection with the element.

Hell, if Kai had not been picked up by the crew to join the "new Air Nation" and changed his ways, then he probably would have had his bending weaken eventually.
Anonymous No.96460985 >>96461343 >>96463157 >>96465876
I tried Avatar Legends about a year back. It was miserable.
>Combat was unfun, to the point our GM had to constantly write outs to cut it short.
>Playbooks are more restricting to character concepts than not and really don't account for as many scenarios are you think. Same deal with the generic moves.
>Mechanics that dictate what you're feeling and how you're allowed to express it are absolute cancer to the roleplay experience. Balance is interesting on paper, poorly implemented in practice.
Having played this and DungeonWorld immediately after, I'm firmly in the "PBTA is shit" camp. What really insults me about it is that for ALL of its pretensions that you can "figure something out" if the given freeform mechanics don't cover a situation, its somehow both very limiting in its flavor and frustratingly limp in practicalities like "how long does [x] last" or "if there's no listed roll-failure effect, does nothing happen or are we obligated to make up our own?". I'd rather have no rules at all than pretend that you have rules but then shirking any responsibility of giving them definition or guidance for leeway on effects.
Anonymous No.96461343 >>96462161
>>96460985
>"how long does [x] last"
It depends, and most things will tell you. Otherwise, you do what makes sense.
>"if there's no listed roll-failure effect, does nothing happen or are we obligated to make up our own?"
The GM's job is to respond to actions you do. If you fail the roll for something, even if a move doesn't dictate the consequences, it's their responsibility to determine what's happening next. They are suppose to be responsive to what you do as you interact with the world.

If you didn't like PbtA style games that's fine. Not everyone likes mechanics that give direction to how their characters feel, or they don't like how open-ended things can be, or whatever. But don't conflate your bad experiences with the idea that games can't be run effectively or enjoyed. People do actually get how this kind of game works, and they can have fun with it.
Anonymous No.96462161
>>96461343
PtBA is irredeemable.
Anonymous No.96462693 >>96462728
>>96453503
I will never get over how metalbending went from
>reaching out to the minute earthen impurities in metal and crudely crunching that shit together
To
>we magneto now
Not only did it make metalbending lame as all fucking hell, but it also made it impossible for non-benders to matter in Korra since metalbenders could just invalidate any weapons they use.
Anonymous No.96462728 >>96468425
>>96462693
The comics are responsible for having a hand in this cock-up. It turns out that Toph is not a great teacher (though we already knew that), so instead of teaching metalbenders the long way around like she did by teaching them how to sense metal impurities, she just went around with her meteor metal and recruited people any time she felt someone do something that happened to make it react a little. She found people with natural aptitude this way, then went "just bend it." And they got really confused and didn't get how to do it, until they arbitrarily just eventually did.

So she founds a metalbending academy, where the new generation of metalbenders are just kind of doing it by vibes, rather than by building onto skills that fundamentally help you understand how it actually works.
Anonymous No.96463117
>>96453503
1. Only matters if you're doing Republic City era, and is a useful way to display time advancing.
2. Is just a different part of the dumb twin spirit thing. Pretend those two episodes don't exist.
3. Realistically necessary for air bending to exist in setting as anything other than a bunch of incest babies.
Anonymous No.96463157 >>96465559
>>96460985
>Having played this and DungeonWorld immediately after, I'm firmly in the "PBTA is shit" camp.
Dungeon World, as its name suggests, is an incredibly shit implementation of PbtA. PbtA is good at player-driven stories with potential intra-group conflict, not dungeon diving with a party. The problem is that it's relatively simple to make a PbtA hack so they're mostly dross by people who don't understand its basic design.

>if there's no listed roll-failure effect, does nothing happen or are we obligated to make up our own?
Case in point. Never played or looked at the ATLA RPG, but this is a very basic part of the Apocalypse World structure: on a miss, make as hard and direct a move as you like. In AW, there's a list of MC moves:
β€’ Separate them.
β€’ Capture someone.
β€’ Put someone in a spot.
β€’ Trade harm for harm (as established).
β€’ Announce off-screen badness.
β€’ Announce future badness.
β€’ Inflict harm (as established).
β€’ Take away their stuff.
β€’ Make them buy.
β€’ Activate their stuff’s downside.
β€’ Tell them the possible consequences and ask.
β€’ Offer an opportunity, with or without a cost.
β€’ Turn their move back on them.
β€’ Make a threat move (from one of your fronts).
β€’ After every move: β€œwhat do you do?”

Either the book was written bad or your GM didn't read it.
Anonymous No.96463191
delicious chocolate (but caucasian) ladies are my weakness
Anonymous No.96465559 >>96465876
>>96463157
>Never played or looked at the ATLA RPG
As someone who has (and isn't that Anon you're responding to), I'll tell you that it does. The GM moves are as follows:
>Inflict fatigue or a condition
>Reveal a hidden truth
>Shift their balance
>Twist loyalties with tempting offers
>Escalate to violence
>Offer a risky or costly opportunity
>Threaten someone
>Shift the odds, suddenly
>Exploit a weakness in their history
>Provide wisdom in unlikely places
>Turn a move back on them
And in addition to this, each different era that you can play in comes with a page that discusses the themes of that time period, and provides additional GM moves that are thematically appropriate to the progress and struggles of those times.
Anonymous No.96465876
>>96460985
>"My GM was a useless shit who didn't know what to do!"

Adding onto >>96465559, a GM technically has the 11 GM moves that are always available, plus each era gives them 15-18 more. If your GM has approaching 30 options for what to do, and they can't pick one, that's your fucking GM's fault.
Anonymous No.96466153 >>96468765
>>96444116
remove yourself from the gene pool
Anonymous No.96468425 >>96468456
>>96462728
Tie-ins almost always make things worse.
Anonymous No.96468456 >>96468546
>>96468425
The advancement of metalbending really does still make sense. It just sucks that the principles that made it so hard for anyone to do in the first place, the things that Toph had over other earthbenders who tried and failed, gets ignored in favor of "some secretly had the aptitude, but they just never tried hard enough." It really spits in the face of the setting's history and development.
Anonymous No.96468546 >>96469226
>>96468456
It'd have made more sense if seismic-sense itself was a necessary step to learning metalbending, where being able to 'see' the impurities was important for knowing how to bend it.
Toph also doesn't seem like she should be that bad of a teacher. She can be rude, but she knew the principles of earthbending well enough to actually explain it to Aang.

If they really wanted to push that angle, then they could have just made it so Toph taught it to her kids, and one of her kids could be the skilled teacher at understanding and spreading it.
It feels like the only reason they made it so widespread is because one of the writers had the 'metalbending police' idea and that only works at all if metalbending has had decades to spread.
Anonymous No.96468765 >>96468990
>>96443887
>>96444033
>>96444116
>>96466153
Anonymous No.96468990
>>96468765
first time?
Anonymous No.96469226 >>96469911
>>96468546
Starting at "metalbending police" and working out really would explain a lot, if that's the case. After all, Toph as the police chief is one of the least sensible things that happened during the time between series. Toph has all the needed skills, but an entirely bad temperament for it. Her deciding to start a metalbending police team happens entirely without given explanation for how she came to that decision, and it's very hard to imagine how it happened. It's not like her arc in AtLA particularly directs her towards this, even if matters of trust and care do get better for her.
Anonymous No.96469700
>>96412723
>Zuko and his uncle
Wake up sleepy head, wrong show, people are talking about The Dragon Prince.
Anonymous No.96469911
>>96469226
Pretty much. It's very much a case where it feels like they worked backwards to justify it.
It'd be easier to buy that Toph was the one who started Pro-Bending inspired from her time at Earth Rumble.
Anonymous No.96470325
>>96443887
I don't no if your 907 is enough to bend her with your cock.
Anonymous No.96475329 >>96483009
>>96406675 (OP)
>immensely fuckable character design
>fucking unwatchable dogshit series
why is this so common now?
Anonymous No.96483009
>>96475329
What are some other examples? Korra is the only one that stands out to me. (Un?)fortunately most dogshit I've encountered nowadays has completely unfuckable character designs. Hence "goonergate".