So do you all RP with downtime, or you prefer to just do the mechanics to set up the next score or plans for RP later?
When you are in downtime, do you allow for Stress or Devil’s Bargains for those rolls as well?
Just trying to clarify for my groups. I’m running 2 separate test games of this, and each time I find something new to add or think about.
My group doesn’t RP terribly much in downtime but we absolutely engage DBs , stress, and assists when appropriate.
I would say to pick your battles, so to speak. RPing everything in downtime can really slow down a game, but John’s game has shown that sometimes the downtime can end up the focus of a session and still be entertaining and productive (sometimes the downtime can snowball into the ‘heist’ itself).
Like anything, it’s all about what you want to focus on. For some groups, RP during downtime might be a critical point of character development, and for other groups it may just get in the way. Best thing? Just ask your players what they think.
But in either case, stuff like devil’s bargains work anytime, I think. The broader ruleset doesn’t have to (and probably shouldn’t) simplify merely because you’re not on a heist.
I’ll zoom in on a particular DT action if there’s something I want to highlight, or if there’s some information I want to impart to the players. One of my group has Faith as their Vice, and they hear the voice of their god telling them to do things (like Joan of Arcadia, but wih a Great Old One), this lets them relieve stress, and at the same time, I get to set up random stuff that will eventually all come together in the most horrific way possible.
Good Advice all round. Take your cues from the players and allow anything pretty much.
Mate, we have some of our best Roleplay stem from twisted vice or entanglement rolls and resultant flashbacks. Its all wonderful grist for the game!
So, in my opinion, don’t bother about pushing RP during downtime, you can’t push it at all in any game in my experience and have it actually happen like you expect (you probably know this already).
Instead, just say, “Hey, this is a fiction-first game, and we have the time to describe this if you want. Tell us exactly what you’re doing when you (Vice, Acquire an Asset, Train, etc.) or it doesn’t actually happen. Are you doing (downtime action) with someone else in the crew? Where’s that happening at?”
Perhaps I’m being overly draconian, but I only allow devil’s bargains and pushing yourself on rolls that are explicitly action rolls. That’s the only place they are mentioned in the rules. By action roll I mean any roll where the number of dice you roll is calculated using one of your action ratings. This means I don’t allow Devils bargains when rolling for vice, rolling to resist, any roll based on tier, engagement rolls, or rolls based on the quality of NPCs or equipment (so a number of downtime rolls).
It seems pretty clear to me that this was the intent of the rules, but only John can say for sure. Either way, your game will not suffer for having more devil’s bargains because they are fun.
Then I summon John Harper to the window! *rolls Attune*
I’m trying to acquire an asset in the group, can I spend Stress or get a Devil’s Bargain to summon John Harper? 🙂
SEE? That Devil’s Bargain was so aggregious I had to delete it!
The lack of a clear rule on this point is intentional. Use pushes or DBs as you like. (The rules also don’t say if you have to push or DB before the roll or not.)
But Mark is right — they are only explicitly mentioned for action rolls.
It worked! I am a wizard! 🙂
Great, though, thanks for the answer. The group asked, I assumed not, but figured I’d make sure. In that case, all my players suffer the flat roll! BWA HA HA!!
The rules also don’t specify who gets to make that call. The GM doesn’t have final say. 🙂
Counters Jon’s BWA HA HA with his own player-driven BWA HA HA! ; )
Good thing my players don’t read this forum, can’t let them doubt my infallibility.
Better not let the read the book either, Mark. 🙂
Players read a manual? I should be so lucky.
I personally prefer, mechanically, to solve it all with one roll because I feel it’s fairer. Myself (the GM) and the players in question usually share a few sentences about the details of what the action entails and that covers the fiction of it.
I’ve found a very similar trait in another game that is working much the same way. I’m actually looking forward to our upcoming game on Thursday for more of these discoveries.