Scum & Villainy – questions and comments after session 1
Scum & Villainy – questions and comments after session 1
Questions:
1. The ship sheets say “For each level of damage, mark a ship system”. Is there a specific way we’re meant to mark this?
2. … and what does ship damage do? (if you want an example, we have rogue nanobots in the engine compartment. On a PC I would model as level 2 harm, perhaps – it won’t just go away.)
3. Shields, Lucky Charm etc cost multiple “Upgrades” to buy, right? Partial upgrades have no defined effect?
4. Are we expected to treat spending Gambits purely mechanically, or is there an intent that they correspond to some fictional action? There’s nothing explicit in the text, but the main example of play includes lines like “he’s already described being a little reckless and taking a chance” as if that’s something that justified the Gambit spend. (Personally, I like to be sparing with completely dissociated mechanics; OTOH, this is a non-trivial system and justifying every little bonus will cost a lot of airtime)
Comments, mostly for Stras Acimovic et al as they work towards 1.7:
1. Generally, we found the most confusion on the ship sheet, rather than on the character sheets. Probably because the character mechanics are closer to Blades, and although I haven’t played that I’ve studied and watched more.
2. I got muddled with the terms System, Module and Upgrade. I think I got it right, but I’m still not 100%. In particular, “Upgrade” is overloaded in that it can also mean “Module”, but it’s not clear to me if it always does.
What I think in my head right at this moment:
* There are four Systems (hull, engines, comms and weapons)
* There are various Modules available for each system, some of which are already listed on the ship sheet with checkboxes (e.g. “Fake Transponder” on the Stardancer)
* There are are 28 Upgrades, including e.g. “AI module” and “False Ship Papers”.
* When creating a ship, you choose 2 “Upgrades” which maybe can be either Modules or Upgrades? (it’s not clear)
* When advancing a ship (triggered when you 8 crew xp), you get 2 “Upgrades”, which (explicitly) may be Modules or Upgrades
3. There’s nothing on the sheet that labels “Systems” or “Modules”. I think this is part of my confusion.
4. The formatting of the Upgrade list, although a clever use of space, confuses me. The grey background is more prominent to my eyes than the heading bar, so the rightmost column looks like part of the former.
5. Generally, I find that the sheet overpowers the pencil marks — the marks look small and insignificant while the grey blocks look important. I think that even in tho it’s playbook-format sheet (with useful rules etc all over it) we’d be better off with parity here.
6. When we first got to downtime the players had some cred to spend, and I found it hard to quickly answer their question “what can we spend it on?”. Probably best for players to learn that this is not the key question (that’s “what can I attempt this downtime?”) but it’s a likely early one.
7. As written, it’s not obvious that Unstoppable and the like give you the normal Push Yourself bonus as well as the ability specific one. I guess in the full version you’ll do a Blades-style expansion of these abilities, tho, and the Blades one does clarify this.