I have been reflecting on a recurrent theme I’ve heard today.
I have been reflecting on a recurrent theme I’ve heard today. There is an objection to the game making it too easy for characters to succeed. This is not a concern I share, at least not in the current model.
Just for a thought exercise, what if the current numbers held more or less the same for what happens in each band, but the bands were 1-2, 3-4, 5-6? So 1-2 was terrible, 3-4 success but qualified, and 5-6 success?
I think the result would be emboldening the rogues. They would be less risk-averse, and complications would still arise in play because they would push harder.
So they beat a heist more easily. Then there’s another one, isn’t there? If things seem too easy, hit them with more severe consequences if they do not succeed; tougher foes, more lethal dangers. Threaten them with things that are not easily diced away, like a rival faction gunning for their assets or the danger of becoming a pawn between two powerful rivals.
If the game is too easy and they get bored (an unlikely consequence in my mind), then make it more difficult by giving them tougher missions and more interesting choices to make–not by making it more difficult to succeed in their chosen course of action because DICE.
I guess I’m coming out of a more permissive mind set that wants to see the players do well when they choose to act, so the focus shifts from “Can we do it” to “what do we do.” Dice being what they are, you’ve still got plenty of chances for complications and escalations.
Just a thought. I’m just not grasping the value of using the mechanics to make sure the game is difficult enough, like we risk it being too easy. Especially with the really small dice pools and the inability to spend stress to advance clocks.