So I have a question about the game.

So I have a question about the game.

So I have a question about the game.

One problem I have with many PBTA games is that there doesnt seem to be a way to make one task more difficult than another

For example lets use hacking the the NYPD computers to get info on a crime lord. So lets assume that they have quite good computers and good security. So it requires a roll.

Now from a quick read of the book it seems this would be the same difficulty as hacking Tony Stark’s personal computer, which would probably be much more secure than the NYPD one, which seems weird from a GM point of view and is the only thing stopping me from running this system.

I see other PBTA games recommend using defy danger roles to inflate difficulty but I don’t think that applies to this example.

Am I missing something?

Hi! Kyle Simons!

Hi! Kyle Simons!

Hi! Kyle Simons!

In my games, players have reported there’s a rule conflict between the Last Chance move and the advancement that raises the number of Critical Conditions.

So, I’ve rewritten the move to put everything at the same place, connecting the Last Chance move and the advancement text.

When you try to keep on going despite taking the last Critical Condition, roll. On a 10+, you do it, you’re in a bad spot but you’re still alive and conscious – you resist the last Critical Condition suffered. On a 7-9, you do it, but you can only get up and resist the last Critical Condition suffered if you can keep your enemy talking (you must get them to reveal an answer to one question from the list) or if someone close to you is in peril. On 6-, your fate is sealed and you have no control over what your enemies do to you and those you failed to protect. Mark the last Critical Condition once for all. The EIC will tell you what happens as the darkness takes you … you are Dead For Now.

What do you think?

How well does this game handle high power levels? kinda like Justice league , Avenger or even cosmic powers?

How well does this game handle high power levels? kinda like Justice league , Avenger or even cosmic powers?

How well does this game handle high power levels? kinda like Justice league , Avenger or even cosmic powers?

Tengo una duda sobre el reglamento, alguien me puede ayuda y explicar como funciona el tema de los logros?

Tengo una duda sobre el reglamento, alguien me puede ayuda y explicar como funciona el tema de los logros?

Tengo una duda sobre el reglamento, alguien me puede ayuda y explicar como funciona el tema de los logros? Según entiendo está relacionado con la motivación del personaje y gastar los logros conseguidos te permiten desarrollar y mejorar el personaje, pero no explica claramente en el libro como se consiguen los puntos de logros en si…

A quick question about Condition Thresholds for the bad guys.

A quick question about Condition Thresholds for the bad guys.

A quick question about Condition Thresholds for the bad guys. If I have a villain who has 1 Condition Threshold/player (so like 4), do Mild Conditions take up one slot there, Moderates take up two slots, and Critical Conditions take up 3? So this Villain could take up to 4 mild conditions or 1 Critical and one mild? Or two moderate?

Is this how things work?

Noob eic/gm here.

Noob eic/gm here.

Noob eic/gm here.

Could someone share some examples of and thought processes behind “hard choices” presented as a result of 6- rolls on appropriate moves? I mostly get the concept, but coming up with a compelling choice in the moment has been extremely difficult.

I feel like I remember examples such as allowing the player to accomplish what they wanted with a cost. If I offer this choice and it isn’t taken, what happens? Retcon the fiction so they didn’t do the thing seems problematic. Must I always come up with and offer a dichotomy?

On a separate note, I had an issue last session as a blind character with avatar-like powers wanted to place a fire wall between him and a crowd of mooks with guns. I asked him to defy danger to be able to put up the wall as he was being shot at, and asked how he would avoid that danger. He began talking about an ice wall, so i asked how much water he had available (they’re on a space ship and he specifically addressed a level of this resource management by carrying a large gourd containing earth and water). He then said not enough. He came to the conclusion that his character had no real way to deal with gunfire and grew frustrated. Part of his frustration was being unsure of how realistic v ridiculous in game physics were. I had tried and tried then to communicate that I wanted breaks from realism to happen in character/power design, and then to be as realistic as possible within that framework. I saw it less as realism and more as working from how the powers had been defined in chargen.

Any tips?

According to the comics in the book, Quell chose her powers before she jumped off the building to the ground.

According to the comics in the book, Quell chose her powers before she jumped off the building to the ground.

According to the comics in the book, Quell chose her powers before she jumped off the building to the ground. (Simple: Absorb small amounts of energy), and when she jumped, Quell’s player and EIC say :

——————————————————-

Quell’s player : So do I have to defy danger again now that I’m falling to see if I’ll get hurt again?

EIC : You said it’s simple to absorb small amounts of energy, so it must be difficult to absorb a bunch like this at one time. So yeah. I think so. Add your protect stat to the roll since you have to endure withstand the impact.

——————————————————-

If Quell did something new that is not on her Power profile sheet, didn’t she trigger a Push move instead of Defy Danger? Or can a player choose whether she pushes the power or just defies danger (and not pushes her power)?

Quick question about, funnily enough, the only Origin book i hadn’t seen in play up until a player for my upcoming…

Quick question about, funnily enough, the only Origin book i hadn’t seen in play up until a player for my upcoming…

Quick question about, funnily enough, the only Origin book i hadn’t seen in play up until a player for my upcoming game decided they wanted to use it – The Deal.

The move “Need More, Give More” feels a little bit unclear in it’s intent. I understand that it’s a fictional thing you are giving up, in order to essentially “not have to” roll Push, and do something new. My question would be – does the new Power end up on the Powers Profile as a new entry? or is this meant as a one-and-done, more like the 7-9 on a Push. The wording itself doesn’t seem entirely clear on this.