Teamwork vs. The Bad Engagement Roll
Here’s a thing I just added to the text. It’s similar to something we used to do long ago in the early days of the alpha playtest, which I recently remembered. I think it still works given the current rules, but I’m interested to hear your thoughts.
(From the Engagement Roll section:)
TAKE ONE FOR THE TEAM
If the engagement roll goes badly, you might be able to use a teamwork maneuver (Protect) to deal with the problem by yourself while the rest of the crew avoids the trouble, depending on the situation at hand. For details, see page 42.
(From the Teamwork section:)
PROTECT
You step in to face a consequence that one of your teammates would otherwise face. You suffer it or roll to resist the consequence instead of them. Describe how you intervene.
You might also use the protect maneuver when an engagement roll goes badly. If the opposition turns the tables on the crew and ambushes you when you infiltrate the manor, your character can protect the team and deal with the bad outcome by yourself while the rest of the crew avoids that trouble.
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I wonder if this takes the bite out of a bad engagement roll or not. It makes them less painful for the crew in general, but much worse for one individual (which might not be a bad thing). But I’m not 100% sure.