I will be running my first game of the playtest doc (kickstarter version) and something struck me. I plan to run the Kirosawa extraction for a one shot that could lead to an ongoing game.
I am considering the twist being an opposing group of runners.
When the characters “mix it up” trying to eliminate a enemy using their fabulous gear, they do harm to the NPC, how do I apply that to the NPCs? There are no “monster stats” for opposing forces. Do I just pick a random number and when that is reached then they have been dispatched? I know the combat isnt just a kill everything but how do i gauge how they ar doing vs their enemies? Are their any guidelines?
I have played in a lot of AW style games but have only run dungeon world so maybe that has tainted my thinking 🙂
Some guidance would be appreciated.
Here’s some sample Antagonists, you should pick appropriate Health and Armor, but it shouldn’t be to mechanical, try and gauge where the Players are and tone the antagonists appropriately.
There’s a list of suggested Health and Harm levels, and Moves the Antagonists can perform. They are by no means exhaustive and are simply examples, please add or edit your own to suit your mission and game.
I’ll be adding more unique examples later but now, they’re very generic.
https://docs.google.com/document/d/1z230VSv9zZ8SQ66c4nF9jxHFZBUaChtRDE1Nqmdo5lU/edit?usp=sharing
I usually just give them a standard harm clock. Same as a regular PC. Unless I specifically want a bunch of mooks or something. But honestly I like to have NPCs that are easily as capable as the players.
Harm clocks….i like that. I could just use a general harm clock for each “group” of NPCs. Or each obvious threat in the scene. I will use that the next session.
Harm clocks….i like that. I could just use a general harm clock for each “group” of NPCs. Or each obvious threat in the scene. I will use that the next session.