Scum & Villainy question:
In crew creation, if you take the crew upgrade instead of systems, does that replace BOTH the systems upgrades or JUST ONE?
Scum & Villainy question:
Scum & Villainy question:
In crew creation, if you take the crew upgrade instead of systems, does that replace BOTH the systems upgrades or JUST ONE?
Here is version 0 of my Licensed Adventuring Company hack, an anachronistic fantasy comedy adventure hopepunk game…
Here is version 0 of my Licensed Adventuring Company hack, an anachronistic fantasy comedy adventure hopepunk game of brave adventurers doing heroic things and navigating bureacracy. Very incomplete, and who knows if it will ever be complete, but I tried to make it minimally viable and welcome thoughts, suggestions, questions.
If you actually playtest it, please tell me who took part so I can give credit in future versions.
And…I guess I will have to reply to add the link to the playbooks.
https://drive.google.com/file/d/1s2FSRxmT2P4qKMmuA-hLzkehUGh7uuAG/view?usp=sharing
For people who have done non-criminal hacks, did you use turf, or replace it with a turf-equivalent (what was it?)…
For people who have done non-criminal hacks, did you use turf, or replace it with a turf-equivalent (what was it?) or just ignore it or what?
Some people had expressed interest in Blades in the Dark in the “games you’d like to play” pbp thread.
Some people had expressed interest in Blades in the Dark in the “games you’d like to play” pbp thread. And we had some discussion around the potential difficulties with the game, given that every action roll is meant to have a bit of back-and-forth to determine the action, difficulty and effect level. This is my attempt to speed that up without losing the back-and-forth/ mutually-defined elements of the game.
The instructions to players might go like this:
When you think you are doing something that counts as an action roll, here’s how that works:
1) Remember to think fiction first, so IC you should describe fully what you’re doing that you think qualifies as the particular action.
2) Then, OOC, you can say what action you’re rolling and whether you think it’s controlled, risky, or desperate. Remember that risky is the default, so choose that if you’re not sure and probably most of the time. But also remember you get XP when you try something desperate. You can also decide whether you’re wanting to burn stress or if you’re looking for a devil’s bargain. Then go ahead and roll.
3) The GM will then respond by telling you the effect level you’ll have, and proceed based on what you’ve said and rolled:
a) If they think your action + difficulty are off in a way that would affect the result, they will call time out, explain how they see it, and you can chat until it’s sorted.
b) If they think you’re off in a way that won’t affect anything (like you rolled a critical anyway, or the action you used & the action they had in mind have the same rating), they’ll mention it but go on anyway and tell you about results, consequences, where you’ve ended up.
c) If they agree with you, again, they’ll tell you the results & consequences.
4) You can then proceed:
a) If you think the GM’s effect level is wrong, you can also say so and the two of you can sort it out.
b) Otherwise, you know what happened, you’re free to move forward.
I think this would still allow for back-and-forth when there isn’t alignment, but would allow the game to streamline a little bit each time people are already in agreement. And a lot of “little bits” of speed can add up in pbp.
But I put this here in case someone’s tried it and it didn’t work, or in case people see a flaw in it that I’m overlooking.
Let’s talk a little about resistance rolls.
Let’s talk a little about resistance rolls. The rules give a range of options, which is cool, but I’m wondering what people have actually done in practice.
When you’ve played, and level 3 harm happens, and someone resists, do you have a ‘default’ assumption for what that means? Is it usually 1 level harm less, or usually harm is avoided completely? Or half each way? Varies from episode to episode, or from series to series?
Likewise, if a bad roll results in several negative outcomes, do you tend to have one resistance roll deal with all of them, or expect separate rolls for each?
And, naturally, why are those your defaults or tendancies, and what effect do you find it has on the game?
Question about Blades in the Dark for +John Harper or anyone who wants to tackle it, with some GM-info spoiler stuff:
Question about Blades in the Dark for +John Harper or anyone who wants to tackle it, with some GM-info spoiler stuff:
The Unseen are protected by a ritual that makes anyone who learns their identity forget it after a few moments. Mechanically, how would you deal with that? If a PC finds out, do they get a resistance roll? (More generally: can you make a resistance roll for something that isn’t coming as a consequence but is just a fictional element?) If so, and they succeed, does that mean they’re just immune to the ritual, or what? I’ve also tried to figure out a way to use a clock, but couldn’t figure out how to make that make sense.
I like the idea–just having a little trouble figuring out how to fit it to the mechanics and make it fun and cool. The PCs should eventually be able to penetrate it if they want, but it doesn’t seem like it should just be down to a single resistance roll.