After finally finishing the QS and prepping for a round I got a few question.
Is it possible, or rather, how well would it work if two players would decide to pic the same character type?
What happens if the fourth “desperate roll” box is ticked and there is another desperate roll?
I am as well wondering a bit about the stress a character may receive. It might be that the character is in a rather dense situation, a deadly fight, close to an explosion or falling off a cliff. Maybe alltogether ^^
Though according to the rules if he mostly starts in this situation the worst he may suffer if he gets a 6 on the desperate roll would be 4 stress if its followed up by a 1-3 on the effect roll, 2 stress if he checks armor?
(I feel like I am overlooking something @_@;)
Another question, regarding the item list.
Does a character have access to all those item on his sheet at no expense? Otherwise I’d assume they overload their characters and dump the stuff not needed in their vault ^^;
* Works perfectly fine to have multiple of the same type
* You still get the fifth xp
Characters are pretty resilient to dying, there’s no mechanical way to kill them other than getting them to full trauma (which will not happen quickly).
That said, there may be a fictional position so deadly in which no amount of stressing or “just grabbed that ledge” may make sense, but I’d make it super clear that death is on the line.
The characters own everything on their item lists. The players decide what to carry on an operation.
Putting “choose items” as a character creation step is probably what is confusing us. We’re used to those being final decisions fraught with opportunity costs.
Since the players pick thier jobs having the same classes in the party is not inherently bad, but it does limit what they can do in the fiction if you let it. Just because they have two cutters, a lurk, a hound, and no whispers doesn’t mean that they can’t talk to ghosts unless your games fiction says so. So long as they don’t play the same personality it should be fine, they could play as rivals think Ryu and Ken from street fighter, basically moves wise the same character but different personalities.
I see. I was mostly wondering as I managed to end up with four, maybe even five players for my first run and it could well be that maybe no one wants to be, dunno, the face or a whisperer, or that two like to be whisperer ^^;
Yeah, I can tweak the items language so it’s not so confusing to gamers. 🙂
I think it’s important to remember that trauma can lead to ‘being left for dead’.
That said if something established in the fiction makes sense that it’s gonna kill a player and they have no stress left to soak the consequence, you may have a ghostly character on your hands… Which could be a freaking awesome outcome 🙂
Also. Players lairs and vaults are prime territory to threaten with Devil’s bargains…
Multiple players with the same playbook doesn’t seem very problematic since they still can assign action and effect dots however they like (aside from the 2 starting dots for the class). My Lurk may rock the mayhem and murder, while your Lurk rocks the deception and sway, and someone else’s rocks at tinker and stitch. The only thing similar, then is our list of special Lurk gear and options for Special Abilities. Even so, it’s unlikely we’ll choose the same ability, and even if we do they don’t seem to be so defining as to step on each other’s toes.
Another question, are coins and holds offered upfront to a score or just determined after the score when development happens?
I do wonder as well how many holds the NPC factions do start with.
Great question Jennifer Fuss. I like how the Resources roll abstracts the fact that all your earnings from a score are not immediately profit. The crew has debts to pay and may just be terrible at managing massive windfalls of wealth (p19).
But I share your curiosity in whether players can have any guidance on which scores to pursue when they want certain mechanical things, like “We want to solidify our hold” or “We want more coin.” In the development roll, the two are always linked, but there isn’t bonus dice for the roll for scores that are particularly lucrative in the narrative (for instance, should players expect robbing a bank to net more cash than assassinating a politician?)
For your second question Jennifer Fuss, do you mean starting NPC faction hold other than the ratings listed on the crew sheet for each faction?
After studying the QS more closely I noticed that the faction current hold is noted next to them. I haven’t noticed that before and was a bit confused as I assumed that they wouldn’t have any notable and that Baz or Lyssas Crews drop a tier if they’d spent hold. ^^;