Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”.

Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”.

Regarding the Design I noticed that it strongly suggest as a GM to never tell ones player “No”. I do see the reasoning and understand why it is important. Not only is it empowering the players but it does as well help to further the collective process of creating the narrative.

As I started reading the Quickstart, I am not fully done as I am kinda slow in regards of reading PDFs, I noticed at page 17 that it explicitly states that the player may say “No. That doesn’t happen. I take the stress.” which is described as empowering, boldly so.

It did occur to me that it is empowering the player by letting them shut down input regarding the narrative from the GM. Though it doesn’t come across as empowering the GM her-/himself. Actually for a small frightful moment it occurred to me that the GM may have to deal with an awful lot of “No”s and with his suggestions to the narrative been shot down.

Is it a conscious choice in regards of the game design towards the player who takes the GM position? Maybe there’s some compensation for the player of the GM for it?

It won’t bug me as much that I wouldn’t GM it, and its not meant as some harsh or even hard criticism, it just struck me as curious. ^^

Title

Title

Just an idea, I’d like to know if it could work.

Let’s say I have ten friends . Each of them is a different character , but they all decide to be part of the same crew .

Now , one evening maybe there are some friends , and we decided to play a score .

The next evening , with different friends , we make another score . This way you could keep tied to the same crew and the same game different players and allow a game in the long run , independently of the availability of all the friends for each night .

Would it work ?

Another question, more just curiosity.

Another question, more just curiosity.

Another question, more just curiosity.  I really enjoyed hearing about how all the different bits of mechanics evolved.  I’m curious about the separation of actions and effects and what you might say about how it came about and what it brings to the game.  At first blush it reminds me of a verb and noun spell system.  No begging pretty please for an answer to this one, I understand you’re really busy working on all of this.  🙂

Just wanted to say I’ve pledged at $20 and I think the quickstart is already giving me good value for money.

Just wanted to say I’ve pledged at $20 and I think the quickstart is already giving me good value for money.

Just wanted to say I’ve pledged at $20 and I think the quickstart is already giving me good value for money. Loving what I am seeing and am considering running this game at a gathering this weekend.

Any advice that you would give for a group who are seasoned table top RPers but who don’t have experience with this kind of system?

Rules clarification: Teamwork it says once the character on point uses a special move she becomes backup but only…

Rules clarification: Teamwork it says once the character on point uses a special move she becomes backup but only…

Rules clarification: Teamwork it says once the character on point uses a special move she becomes backup but only after a setup does a character move from backup to on point. Does this mean after a “lead team” or “overcome” move there is no person on point without gaining stress?

Yesterday our group (Simone Micucci Domenico Marino Nikitas Thlimmenos ) tried the  game and I have some question.

Yesterday our group (Simone Micucci Domenico Marino Nikitas Thlimmenos ) tried the  game and I have some question.

Yesterday our group (Simone Micucci Domenico Marino Nikitas Thlimmenos ) tried the  game and I have some question.

Sorry in advance for my poor english. I hope you’ll understand.

  

1. Every obstacle has to have a danger attached, right?, that I have to face if a doesnt’ roll a full succes.

2. The “on point”/backup mechanic works only during the operations or even if two players gather informations before the operations?

3. Does the the “on point”/backup mechanic apply at a flashback action during the execution of a plan? Example: I failed to lockpick the door and have to face the danger in the form of a guard coming by. Another player, even if not “on point” can do a Flashback action in which he has bribed the guard?

4. The 4/5 result in Controlled (-1 level in effects), means that if I roll a Complete effects I have to count it as a Partial?

5 Flashback scene: the danger in a Flashback scene has to deal with the past (during the flashback scene) or it can be a danger in the present?

6. The danger has to be focused on the PG or on the NPC too? 

(Example: the player consort with an ally to convince him to give the group a secret map. The danger could be “Someone will beat/murder your ally because has given away the map?”

   

One thing I’m looking forward to in the full book is just how the city manages to deal with all its dead, or perhaps…

One thing I’m looking forward to in the full book is just how the city manages to deal with all its dead, or perhaps…

One thing I’m looking forward to in the full book is just how the city manages to deal with all its dead, or perhaps more accurate how well. I mean, I know there are the crematoriums or whatever that incinerate the dead using plasmic oils or whatever, but collecting all the deceased must be quite a chore. I’m sure plenty of them fall through the cracks even without factoring in those who intentionally try to avoid cremation for whatever reason.

The sewers are probably full of spirits from cut-throats and murderers dumping bodies, for example.

Some of these may be covered in the main book but they are thoughts I had while reading the QuickStart.

Some of these may be covered in the main book but they are thoughts I had while reading the QuickStart.

Some of these may be covered in the main book but they are thoughts I had while reading the QuickStart.

A gang of Thieves has “Elite Shadows” as an option. Do you need to take regular Shadows first? Based on the similarity to the character sheets I assume not—if I am reading right, the unshaded stuff is shared between all and the shaded background is specific to the archetype, whether it is groups or people.

The advantage of using a Large weapon is purely fictional positioning, right? It potentially alters the type of Action roll (“well, he’s only got a knife so I think this situation is pretty controlled, unless he manages to get in close to you” and the “what you’d expect” result (with a knife, “what you’d expect” would be a stab wound, the greatsword might make the expected effect more like brutal decapitation).

Scale: do the Mismatch/Overwhelmed/Outclassed levels correspond to 1/2/3 levels of scale difference? Not entirely clear. By default I personally would assume that “overwhelmed” would represent a greater disparity than Outclassed. Also Outclassed seems more of a skill comparison—I wouldn’t describe someone as being “outclassed” by an opponent’s size or superior numbers.