I’ve been listening to the Friends at the Table Sprawl podcast and they are using a wagering mechanic for how much a mission pays. I couldn’t find anything about that in the book, so is that something that was part of the pre-release edition they were using and later got removed, or am I just having a bad time finding the relevant section? From what I can tell, the final edition just leaves payment as an open-ended parameter, presumably established by the fiction.
I’ve been listening to the Friends at the Table Sprawl podcast and they are using a wagering mechanic for how much a…
I’ve been listening to the Friends at the Table Sprawl podcast and they are using a wagering mechanic for how much a…
Yes, that’s in the book. You stake 1-3 Creds per mission. Each 3 Cred stake advances the clocks. The total cred staked defines the payout for the mission.
The main section on cred (which Jesse Burneko just summarised) is on p.127. Now that I look at it, there really should be more pointers to that section!
There were very few changes between the version of the rules used by Friends at the Table and the final version. It was all typo and grammar fixes and standardising wording of certain similar moves. All the changes that they made were Austin’s hacks to support the mech pilot focus on the game.
Yep, there it is right on p.127. Not sure how I kept missing it. Probably because it isn’t cross-referenced (IIRC) in the other sections that talk about getting the job or getting paid, and I kept going there to look for the rule. Thanks!
Yeah, sorry for that oversight!
I just noticed that wagering bit as well. 😛
Side note, if you are listening to the FatT podcast, be aware that it is not the only way to play.
I will say that I personally found the FatT campaign hard to listen to. I think Austin has a very “hard” MC style in that he makes the fiction (and mechanics) conform to his story rather than letting the story develop from the fiction.
There is some of this give and take in any game, but it’s painful (for me) to hear warping of mechanics for the benefit of the MC’s story, to the detriment of player agency.
The example that springs to mind is some of the combat in the early episodes. There were lots of act under pressure rolls that he called for where it felt like he called for them because he was worried about players too easily dispatching threats he had set up.
I could be getting this wrong though. Just my own opinion.