13 thoughts on “Anyone else ever indulged vice at 0 stress (with no traumas) to get a vice XP?”

  1. To me the “struggling with your vice” was more of an RP thing than a “tick the box when you indulge” thing. Though certainly indulging your vice brings up many chances to represent that struggle

  2. There are a number of way to get more than 8 xp on the first session.

    You get xp from your vice if it tempts you some bad action. That doesn’t require overindulging. Setting up the fiction right can be enough. For example, resist getting distracted mid-score by your vice, done.

    Training grants 1 xp (or 2 with upgrade) per xp track per downtime. So do faster scores and hit two downtimes in the session. With two downtimes and a few coin, you could get 10 xp from training alone in the first session.

    And there’s no limit to xp earned from taking desperate actions.

  3. Jason Wentworth when you indulge at 0 stress, you are forced to overindulge – hence struggling with it. just indulging the vice isnt XP worthy… i rolled an exrta entanglement: Gang trouble, and outright killed the 2IC of our cohort to make an example of them…

  4. Jamie Collette to me I guess just overindulging wouldn’t necessarily tick the xp, though you’re likely to run into issues as a result of it. To me those are more triggers based on fiction, and you could certainly struggle with your vice without over indulging. And I suppose possibly not struggle with it even though you over indulge…. but that does seem unlikely

  5. My group usually focuses on storytelling first and mechanics second. If they want to portray their character being a glutton for their vice, they could indulge at zero stress, but they’re doing it for the story. The XP isn’t the objective, it’s just a bonus.

    What you’re describing, having the character act a certain way “just to get a vice XP,” isn’t how my group operates as a rule.

    No value judgment there, just a different set of priorities. I have other games to play if I want to focus on maximizing a stat. I play games like Blades to emphasize story because that’s what they’re good at.

  6. I only ran a few games so far, but one of my players got XP for complications due to his vice – they were at a party held by the Red Sashes, and instead of focusing on the job, he indulged in the drugs and women there. The rest of the group – in character – was PISSED, but he marked down two XP for it (he seriously spent half the heist indulging, and then trying to resist the advances of a very stubborn paramour).

  7. Danny Keen I mean, mechanics are there to inspire narrative choices and vice versa – I didnt just say “i indulge vice and get a consequence”; My character is obligation bound to commit atrocities for The Hooded Proprietor, and it didn’t make sense just because he trauma’d out killing 12 bluecoats for his crew that he wouldn’t immediately go and satisfy that obligation. I’m a heavily character/narrative driven player/GM, and John has designed a brilliant game which rewards players mechanically for making the kinds of choices he envisioned scoundrels making – it would be a waste not to follow his prompts…

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