Heya, just backed the Kickstarter and checked out the Quickstart Guide, and I had a few questions. I already checked through the FAQ, and didn’t see any answers, so I’d figure I’d ask here.
How many obstacles should the players face in a given score? In the sample play, the players are shown 3. Should the number of obstacles vary along with the amount of players? How much is too much / how much is too little?
When are the obstacles introduced? Do the players have to gather information in order to know what obstacles they’re up against before they run into them?
Should “gathering information” scenes be played out / rolled for, or should the GM just answer questions based on how players say they’re gathering the info?
So far, much of it comes down to what makes sense for your crew. For the starting scenario I had four or five obstacles they had to overcome, but at least one or two were caused by devil’s bargains. We also didn’t use gather info at all because the party agreed that the crew would already have much of the recon since the Red Sashes were a known quantity to them.
I could easily see a job that has fewer obstacles but a lot more recon/gather info due to a simple job against an unknown opponent.
I suspect the final book will have more guidance in the regard to the number of obstacles, but it ultimately comes down to what makes the most sense fictionally/
Thanks, George Pitre. If I may ask, how many players were you running the game with? Do you think 5 obstacles gave everybody the chance to do something cool or unique?
We had 2 players with an extra character helping them out (the third player had to cancel due to lack of babysitter)
I think overall everyone was presented with good opportunities to be awesome
I’ll have some guidelines about number of obstacles in the full game. One obstacle per player is a decent benchmark, but, like George says, you can just base them on what’s in the fiction, so some scores will naturally be shorter or longer.
You roll to gather information if the PC faces an obstacle or danger, like a usual action roll. See page 10, third paragraph of the quick start.