Any ideas how you might implement an element of sabotage to downtime projects? Enemies sabotaging player project clocks, and vice versa?
Any ideas how you might implement an element of sabotage to downtime projects?
Any ideas how you might implement an element of sabotage to downtime projects?
Assign “legs” that support something you don’t like. Each “leg” must be dealt with as a long term project, heist, payment in kind, etc.
The game Dishonored is a great example of this. You want to take down the regent, you have to neutralize his greatest supporters and retrieve his most closely guarded secrets. That’s a series of activity, building one from the next.
Just say “your enemies sabotage your project, clear a segment”? If there’s a chance for the character to deal with it, give them the opportunity to make a resistance roll or action to counteract the enemies.
I would probably make a recurring counter-clock marked “Sabotage” that you roll to fill, each time it’s completed remove one tick from the player’s clock and describe how their task has been complicated.
… or have the genric “Sabotage” clocks by more spefic about which enemy will do what. We had such clocks like “Payback from Lord Strangeford” or “ has enough of your games and will do something about it” open on the table. Players could play against them if they want or do nothing and see what will happen. Great opportunities for complications during Scores, too.
Clocks can be push/ pull yeah? I would do what Zach suggests, front and centre in front of the players…
‘You sure you don’t want to do anything about those Bloodletters throwing all your cohorts in the corpse toilet?’
youtube.com – Beastie Boys – Sabotage