I have two questions, one dumb procedural and one fictional.

I have two questions, one dumb procedural and one fictional.

I have two questions, one dumb procedural and one fictional.

1. On the last mission from each campaign phase, one of the rewards is “gain new camp responsibilities.” I’m having trouble finding where these are detailed, if at all. Anyone have a reference?

2. Some of the Shadow tactics are very interesting, but I’m having trouble deciding how to manifest them, especially in non-problematic ways. Would love any examples y’all have for how you have used these in play:

– Turns women into objects

– Amplify the voices of the shadow-held

Who counts as “everyone” when high ranking PCs lead missions and check for Camaraderie?

Who counts as “everyone” when high ranking PCs lead missions and check for Camaraderie?

Who counts as “everyone” when high ranking PCs lead missions and check for Camaraderie?

Next session will see newly promoted Commander Ruvac lead a group of twelve people on a mission. Any advice for how to pick out the relevant subset of characters who are mechanically significant for the mission?

Who should the commander check for the Camaraderie/Weariness step?

How many characters should be available for assigning mission roles?

Things are more complicated as the other PCs will be split across two squads, and only in command of one!

Mae this post semi-public because I forgot about this comminity.

Mae this post semi-public because I forgot about this comminity.

Mae this post semi-public because I forgot about this comminity.

A couple questions to Anna Kreider or anyone else about The Watch if you can spare a moment for me.

– Page 144, Start of Session.

At the start of the session, or during a lull in play, the MC (or the highest ranked character past Sergeant) will choose a new mission for the group.

Whoever is in charge of the mission will tell everyone involved to mark Jaded, and assigns one person to each the three primary mission roles

If there isn’t a PC past Sergeant rank, it’s the MC who assignes the roles for the mission. Do I read it correctly?

More complex:

– Page 114, Principles.

Respect people’s gender identities and, to a lesser degree, Never showcase sexual violence.

These are principles I can get behind. In particular I’m quite unconfortable with sexual violence in games and tend to X-card or the likes it.

Anyway, this means that I, as the MC can’t do it.

Even if I got an extra Traditionalist Threat and somehow gender essentiallism krept its way through tradition, I will not use it to undermine my genderqueer characters, that’s plain obvious in the Principle.

But what about a player that decides to go down the TERF-road?

They aren’t bound by the same Principles.

I thought about it and concluded that I have a rule mandated duty to X-Card it. I would probably do anyway, but I think that the way the rules interact and the X-Card being a rule of the game, the MC have a duty to keep themselves and the players away from disrespecting gender identities and showcase sexual violence.

Am I right?

Maimed doesn’t seem to have a mechanical impact when someone summers great harm? How have folks been interpreting it.

Maimed doesn’t seem to have a mechanical impact when someone summers great harm? How have folks been interpreting it.

Maimed doesn’t seem to have a mechanical impact when someone summers great harm? How have folks been interpreting it.

When the players complete all the objectives of the ‘campaign’ it says they take on additional camp responsibilities.

When the players complete all the objectives of the ‘campaign’ it says they take on additional camp responsibilities.

When the players complete all the objectives of the ‘campaign’ it says they take on additional camp responsibilities. How have people interpreted this? Promotion? More subtle and narrative?

My group just finished the third session and everyone is having a great time.

My group just finished the third session and everyone is having a great time.

My group just finished the third session and everyone is having a great time. However, we noticed there is a discrepancy between the mission moves on the move sheet and the mission card. Example is Recon and Lookout:

Move Sheets: On a 7-9, choose 1 Complication or you mark Weary.

Mission Card: On a 7-9, choose 1 Complication.

I was wondering which one was correct. I also noticed there were a few options missing from the Complications card.

Getting ready to run the watch at Orccon in LA this weekend.

Getting ready to run the watch at Orccon in LA this weekend.

Getting ready to run the watch at Orccon in LA this weekend. I ran once last year with the playtest files. It went well but something I noticed was the references to characters dying and getting hurt. However, this did happen that much in the game I ran especially without there being an attack move. How do you handle harm outside of missions and where does most harm suppose to get generated?

Loving reading the section Resist the Shadow right now.

Loving reading the section Resist the Shadow right now.

Loving reading the section Resist the Shadow right now. Prior to the final version of the game being released, I kept envisioning that this move and Toxic Behavior was something that I’d end up having as a discussion at the table, and defined by the table by the players (more so than defined by me, or wholly by the game). I think this cleared up a lot of my unknowns around that concept.

Anyone else have thoughts on this section? Things that have come up that are interesting around it? Gotchas?

Questions on Suffer Great Harm:

Questions on Suffer Great Harm:

Questions on Suffer Great Harm:

1. As you defer the roll until mission are completed, presumably this means that you can’t go out in a blaze of glory during a mission in which a PC suffers Critical harm. Is that right?

2. What is meant by “On a hit, suffer harm as the MC feels is appropriate”? Is that meant for when a circumstance occurs that should kill a character, as Critical harm is a defined level of harm.