Hi! I have a question about the Dying. What happens when a players fails on their Trigger move? Does it cause an MC move as usual? I was wondering because then bad things happen no matter what the player rolls (assuming that MC moves are mostly troublesome).
Also, on a 10+ symptoms manifest themselves. In addition, one of the two 10+-options allows chosing the “One of your symptoms manifest themselves in a big way” option from the 7-9 consequences. So, does that mean even more symptoms? Do these options stack? I find this a little confusing.
Thanks in advance, and also for the quick answer to my last question!
Hi! I’ve got a question regarding flashbacks. Are they intended not only to explore a character’s background but to give players the opportunity to insert preparation that their characters would have done? For instance, suppose a player says, “Of course before getting into this fight, I actually hired a bunch of mercenaries as backup. Let’s do a flashback.” Is that sort of thing still within the range of the move?
Let me start by saying I’ve really been enjoying this game.
Let me start by saying I’ve really been enjoying this game. I’m a big PbtA fan in general, and the combination of tech/cyberpunk and emotional philosophical aesthetics makes this game very interesting to me.
That said I have a couple of mechanical questions.
For the empath, I’ve noticed it is entirely possible to have a character who at the end of character creation has no way to spend flow. Is this intentional? It seems that by default flow does nothing for the empath until they take either charge object or search your feelings.
Second, for the executive, im having trouble understanding how the contracts are created. The playbook has contracts divided into two segments: payed, and mandatory, but the move Quarterlies only suggests to pull from “mandatory” and says to the board gives the exec the funds up front, but the mandatory contracts have no listed cost. In addition, assigning 3 contacts each session seems that there will inevitably be a lengthy backlog of contracts, or contracts will frequently go unfinished, meaning either the game as a whole will focus on the executive fulfilling contracts at the exclusion of screen time for other characters, or the executive will be forced to roll TPS and frequently have the board PO’d, leaving the executive to feel incompetent at their chosen profession. How would you recommend balancing screen time in a game with an executive, where characters other than the executive get their share of narrative control?
I’m playing my first game tomorrow! Question about the Executive: If you choose “Mysterious Secondary Interests” in the area titled the Board, do you start with +2 Capital? The playbook seems to say yes but the example in italics says that Rex starts with +1 Capital. From the description, it sounds like Rex selected “Mysterious Secondary Interests”. It also seems like +2 Capital at the start is pretty darn strong.
Hello guys! I’m a backer of the original KS, but somehow missed the updates for it. What exactly are the mechanical changes from 1st to 2nd printing? Is there a document we can download and print with just the updates, so I can attach to my printed book?
My group and I have been playing The Veil for a few weeks now and we are absolutely loving it!
My group and I have been playing The Veil for a few weeks now and we are absolutely loving it! However, we’ve run into a few things that we feel a little unsure about, mostly involving the playbook I’m playing, The Dying, and would like some input.
In Prognosis, the option I chose for my timeline is a set timeline, and last session me and the GM agreed that my Symptoms increased by one. Do I choose another symptom to manifest like in the Random timeline?
For the Dying move Reach Out, when I ask a PC a question how long does the +1 Hold last?
For the Honed, why does the Musashi advancement have two checkboxes? Do you give Mushashi +3 with the second checkbox or what?