Today’s game made me wondering about a thing:

Today’s game made me wondering about a thing:

Today’s game made me wondering about a thing:

PROVOKE SOMEONE

[…]

For PCs: On a 10+, both. On a 7-9, choose one.

● if they do it, add a team to the pool.

● if they don’t do it, they mark a condition

Add a team to the pool (instead of potential) feels a bit small as incentive, also because it could be Team is reset before the team is spent; while marking a condition feels quite big; I was wondering about the reasons behind this design choise.

Brendan Conway Magpie Games 

Mario Bolzoni Nicola Urbinati Fabio Succi Cimentini Steve DeCarli 

Another question from our game last night.

Another question from our game last night.

Another question from our game last night.

Villains have moves when they take damage. Are those moves considered hard moves that can’t be interrupted or regular moves where the players get a chance to react.

I’m torn, because on the one hand I love that Villains get a chance to do something automatically in response to damage. I’ve often felt Villains to be mechanically weak in PbtA games. On the other hand, it sucks as a hero to get a good hit in and then have the villain be rewarded with a hard move that might turn the tables entirely.

In a recent game I MCd, when the villain was injured, I chose the move to escape the combat. But since I interpreted it as a “soft” move, I let the players respond. One player made an opportunity, then another, and then the final blow was delivered. If they hadn’t created opportunities, I’d have let the villain escape. But they made good choices and he never had a chance.

If that had been a hard move, it would have been, “Bam, you slammed him down the street and into an overturned vehicle. He gets up and teleports away.”

Thoughts, rulings, grammar issues? 😉

Hi I had a question.

Hi I had a question.

Hi I had a question. So it has come up in sessions where one player were moving another players stats (based on the influence system) and they wanted to change a stat that had seemingly reached its limit. (I.e. Lower one stat and then Raise a stat that was already at 3 or raise a stat and then move down a stat that was already at -2).

Now the players in one game I’m in allowed this and had the player whose stat was changed just keep the stat at its limit while changing the one “changeable” stat and then having the player whose stats were changed mark a condition. (Ex. robin is changing Starfire’s stats He wants to raise star fires danger and lower her freak. Starfire’s freak is at 2 and her danger is already at three. So the GM says okay. Lower your freak to 1, keep danger at 3, and take a condition.) (or the reverse. Robin wants to lower her Mundane, which is already at -2, and raise her freak, which would put it at three. So the GM says to raise the freak to 3, keep Mundane at -2, and then take a condition.) now this approach does have the outcome of permanently giving or taking away a stat from a player. In the first instance Starfire suffers as she does not regain the point that was taken away from her when Robin lowered her freak. Whereas in the second scenario she gains a point by not having to lower a stat to match the raised Freak.

However, players in a recent game disagreed with this approach and dissallowed players to “change” stats past their limit. Essentially saying you can’t raise Starfires danger only lower it. Or you can’t lower her mundane, only raise it. Which essentially is partially locking the stat in my opinion, which is a benefit that you gain only from taking the advance to do it or using your moment of truth. Also it ignores the directions that if you CANNOT change a stat to mark a condition, with forcing the influencing player to choose to move the stat in the opposite direction than intended or choose a different stat completely.

So my question is which approach is right? The approach that maintains the full flexibility of stats that aren’t locked with the downside of people losing or gaining stat points permanently this way……. Or the approach that doesn’t allow this permanent yet seemingly arbitrary advantage or disadvantage to be forced on a player against their will, and errs on the side of caution with limiting the choices a player has to change another players stats. The way I see it it boils down to whether you give more power to the influencing system at the cost of the player being influenced or less power to the influencing system to try to maintain more of the power over the character to the player playing that character.

My gut says that the influencing system SHOULD maintain as much power as it can…. Power to the influencing player. That’s what it’s there for, their words are hitting you hard, they change you, and that’s what the condition statement is there for. Giving power over your character to another player…… That is always dangerous, but at times it can be beneficial, it’s all in your point of view. Also it gives a danger to having a stat at extremes without it being locked, which I don’t particularly disagree with. If someone has a stat at three that SHOULD have the ability to bite them in the ass. But ultimately, I definitely see the point of both views and I just want to know which is right.

So what happens when you need to overcome an obstacle that can’t be solved with your powers, but is something anyone…

So what happens when you need to overcome an obstacle that can’t be solved with your powers, but is something anyone…

So what happens when you need to overcome an obstacle that can’t be solved with your powers, but is something anyone could (theoretically) do? For example, sneak past a guard or prop up the ceiling so you don’t regret you dramatic entrance?

What move can you use?

Hi, sorry if this isn’t the right place to ask these kind of things, but I was wondering how long it’s planned to…

Hi, sorry if this isn’t the right place to ask these kind of things, but I was wondering how long it’s planned to…

Hi, sorry if this isn’t the right place to ask these kind of things, but I was wondering how long it’s planned to keep the Backerkit open for?

 Origanaly when I first got the email from Kickstarter I believe  the site said the estimated lockdown date was January 1st, but that’s obviously not still the case what with it still being open 26 days later lol.

We had another fantastic double session of masks yesterday.

We had another fantastic double session of masks yesterday.

We had another fantastic double session of masks yesterday. I love this game! School environment works wonderfully for us and I’m waiting the supplement material that gives more this kind of stuff. 🙂

Okay, so I’m getting ready to play a Doomed character this Saturday, and I had a question about the Doomsigns.

Okay, so I’m getting ready to play a Doomed character this Saturday, and I had a question about the Doomsigns.

Okay, so I’m getting ready to play a Doomed character this Saturday, and I had a question about the Doomsigns.  Now I know that some of those signs explicitly say you can only use them once, but what about the others?  Can you use them more than once, and if so do you need to mark your doom track every time?  Or is that sort of up to GM’s preference there?

Some clarification would be awesome!!

In our last session our Nova (Nicola Urbinati) took a powerful blow, rolled 10+ and chose to lose control of his…

In our last session our Nova (Nicola Urbinati) took a powerful blow, rolled 10+ and chose to lose control of his…

In our last session our Nova (Nicola Urbinati) took a powerful blow, rolled 10+ and chose to lose control of his powers in a terrible way; this meant an NPC was in danger’s way, so the Outsider (Steve DeCarli) decided to defend them… which leads to the questions: how does this work?

Successfully defend against a PC means the defender can give -2 to the attacker, but in this case there wasn’t any roll; the Nova could roll to unleash his powers (this was our on the moment solution), but this makes little sense, since (1) he wasn’t trying to overcome an obstacle, reshape his enviroment or extend his sense; and (2) if he hit the roll… he has a success, yet he still lost control of his powers.

Maybe it just isn’t possible to defend, like it was a hard move?

Other players: Mario Bolzoni Fabio Succi Cimentini 

Guys.

Guys.

Guys. A Doomed in our group used their sanctuary to ask the question of “How can I defeat my nemesis?” It darn-near caused me a heart attack. I did my best to answer the question, but damn. Should I have made that one off-limits?

It also seems like a weird question on my side, because I’m going to have trouble sticking to the idea of “Once they’ve met A-D requirements, the nemesis is defeated.” I feel like it’ll be hard for it to play out that neatly. 

I don’t know. I’m probably just anxious. It’s probably fine, right? Tips, anyone?