Teamwork, Desperate position and Advancement.

Teamwork, Desperate position and Advancement.

Teamwork, Desperate position and Advancement.

So lets suppose a character ends up in a desperate position, and they face the situation using Lead Teamwork.

In our game only the chosen lead roll logs the desperate roll for advancement UNLESS one or all the other players face the consequences of the roll. 

In other words: if you face the consequences, you log the desperate roll. 

How do you interpret it?

8 thoughts on “Teamwork, Desperate position and Advancement.”

  1. In a Lead a Group Action isn’t everyone rolling together for the desperate action and thus doesn’t everyone face the consequences if it rolls poorly?

  2. I never made everyone on the action face the consequence, just the leading character. Maybe I’m applying it wrong * checking the book *

    “Each PC who’s involved rolls for the action and the team counts the single best result as the overall effort for everyone. However, the character leading the group action takes 1 stress for each PC that rolled 1-3 as their best result.”

    BUT

    “The group action result covers everyone who rolled in the attempt. If you don’t roll, your character doesn’t get the effects of the action.”

    So I’m having conflicting opinions about how we execute it. 

  3. Yeah but resisting wouldn’t get annoying? As we do it the only person resisting is the higher roller (or the Backup: Face the Effect). Maybe the consequence could affect the group but only the high roller character resists…

    I do agree with you, that’s we give the players choose to face the consequences to log a desperate roll.

  4. Hrm on second thought I could see only making the Lead take the consequences since they are taking the stress it makes sense that they are taking the brunt of the consequences

  5. So this is from the old rules when the consequences were a negative effect, but it really is up to the gm. When roll is declared the gm needs to set the danger level and decide the danger, only the danger doesn’t have to effect the person rolling. For instance, character A is sneaking into a manner. The danger could be that the act could make noise which will alert the guards that something is up and they’ll find character B who is in the garden.

    Edit: otherwise I agree that the xp goes to the person initiating the roll. If other players want some they need to come up with their own stupid shit to do. The game gets really interesting when players start searching for desperate xp rather than avoiding it.

  6. I think I’ve always had just the lead take the XP, but it’s a good question! I’ll consider adding a rule for that (though it’s probably fine however you do it).

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