I’ve got some general questions about “the score,” that I’m having trouble conceptualizing.
I’ve got some general questions about “the score,” that I’m having trouble conceptualizing.
(1) how big is an engagement? Obviously the PCs need to put themselves at risk to earn the rewards, but how do I decide whether the thing they want to do counts as an engagement? How many action rolls will an average engagement consist of for a given PC? I’m worried that my desire to move plot forward for my players is causing me to make challenges too short and not dangerous enough.
(2) if my PCs are collecting information needed to begin their engagement, how do I add stakes to that process? Do they have to use downtime actions to gather info for a score? Should I be giving them bad intel if they roll poorly? Should I roll for them so they don’t know? If they get bad intel, shouldn’t they be able to pull out of the job once they find out they were misinformed?
(3) time clocks. How many should I be using in an average score? How do I decide in a score whether the player’s roll gets them past the obstacle or just starts a clock? I’m worried that clocks used in this way can just artificially delay success.
(4) for this game, what’s the balance of players knowledge vs character knowledge? We already tell the players what bad stuff is going to happen to the character from a roll, so they can choose to negate things with resistance. Does that mean I always tell them all consequences? Do I tell the players all the progress clocks ticking against them? What do I do if the player’s bad roll ticks the clock for a villain’s secret plan or hidden defense system. Or what if I don’t want the party to know whether the mark believes their lies and I’m using a clock “I’m onto you”? Does this game require players to be omniscient and strive to play their characters accurately?
I know this is a lot. Thanks in advance.