Is there guidance anywhere on the Schemes mechanic of the Immortal?

Is there guidance anywhere on the Schemes mechanic of the Immortal?

Is there guidance anywhere on the Schemes mechanic of the Immortal?

The Archetype sheets themselves lack the mechanic for advancing schemes, though it discusses a move that presumably has a role in advancing them.

It also lists Interruptions that can occur, but not the manner in which they would occur and their effect upon the scheme affected.

It seems something is simply missing. It isn’t a self-sufficient explanation.

Was there an intermediate step between the Kickstarter version of the Immortal and the current one that I could crib mechanics from?

I have a player who would be very interested in playing one once her Wizard goes out in a blaze of glory, but neither of us can make sense of the sidebar, and schemes got added after my old Immortal from 2.0 playtesting.

How should I approach the one-sided threat of violence in terms of Moves?

How should I approach the one-sided threat of violence in terms of Moves?

How should I approach the one-sided threat of violence in terms of Moves?

Example: a Hunter with a sniper rifle getting into position to support his allies in the coming confrontation.

In Apocalypse World (1e), there is a move to threaten someone to get what you want. In a situation like sniping, one simply used that Move. It worked perfectly.

I don’t see any equivalent in Urban Shadows. Unleash an Attack explicitly involves being in personal danger while doing harm.

Keep Your Cool is generic enough, perhaps, but using Spirit would hurt as the Hunter – who is the only one in a position to start the game with a sniper rifle!

Thoughts?

So I just ran Urban Shadows for the first time.

So I just ran Urban Shadows for the first time.

So I just ran Urban Shadows for the first time.

I liked it a lot! Somehow Corruption didn’t come up very frequently at all. I need to push harder on that, but almost every roll was at least a partial success. Faction Moves flowed much better than I expected. I used Debts quite a bit, but should use them still more.

I really missed “Read a Sitch” from Apocalypse World. Also, “Keep Your Cool” seems much more focused than “Acting Under Fire,” to the extent that I wasn’t sure how to handle a few things.

In AW, when someone is trying to overcome obstacles between them and someone else order to do violence to them, it would generally be Acting Under Fire. But Keep Your Cool seems much more reliant on the player wanting to avoid something in particular. I used it just as I would have used Acting Under Fire, and it worked fine, but I am unsure if I’m doing it right.

I need more system familiarity, but it was still lots of fun for me and, I believe, for the players, too.

Thanks for the help!

Players should be putting a name to a face or putting a face to a name pretty much every time they meet someone…

Players should be putting a name to a face or putting a face to a name pretty much every time they meet someone…

Players should be putting a name to a face or putting a face to a name pretty much every time they meet someone that’s not completely out of the blue, right?

Maybe even when someone is out of the blue?

Looking at the Debt moves, there’s one choice that I don’t know how to represent in the fiction: giving you a Debt…

Looking at the Debt moves, there’s one choice that I don’t know how to represent in the fiction: giving you a Debt…

Looking at the Debt moves, there’s one choice that I don’t know how to represent in the fiction: giving you a Debt they hold on someone.

When it’s something like hard, like currency or an item, it’s easy enough to say “give it to her, not me.” But when it’s a favor, how do you represent that?

It seems very useful in tying PCs and NPCs together in unusual ways, mechanically speaking, but I don’t know how to say “hey, I’d like the Debt Frank owes you.”

I’m running a game tomorrow, so prompt responses are especially appreciated!

I’m thinking about running a game with the latest revision, and there’s something I’ve seen mentioned in the…

I’m thinking about running a game with the latest revision, and there’s something I’ve seen mentioned in the…

I’m thinking about running a game with the latest revision, and there’s something I’ve seen mentioned in the discussions that I don’t see in the current Moves list that Mark Diaz Truman said in a comment from July:

“If someone cashes in a Debt, both parties mark the other’s Faction.”

Has that changed? Without that, it appears the game slants much more towards being GM-driven, as the Faction Moves are the only way to advance.

I’m a fan of the idea of settling Debts between players triggering XP. It seems like that would encourage that much more involvement with the whole Debts system.