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roleplaying theory, hardcore / Re: Brand new to this system, relatively new to tabletop games! a few quick Qs!
« on: January 26, 2014, 03:11:08 PM »
Hey yall!
Thanks so much for the help! It was all a great aid! We have now had two sessions and I think its going really well! I still dont have everyone together, but it is less of a problem than I thought it would be. Our Hocus may even be making moves to be the Big Bad of the whole game, totally derailing the threats Ive been cooking up, but the way the system works it all seems to flow. "play to find out what happens" makes a lot more sense rightnow.
But some new questions:
What if players seem to be making moves exclusively to grind experience? Like if sharp is highlighted and they just read EVERY NPC that comes into the scene, or our brainer that opens the maelstrom to send messages to another character constantly just to roll the highlighted weird. Ive warned them that once they miss a roll that I think is one of these exp-grinding-rolls I will make a very hard move against them, but with +3 weird, the brainer wont be missing often. These rolls seem to hold up the game and break the balance (bc a "hard" character cant just start goin aggro on everyone with the same lack of consequences). thoughts?
Also, Im having a hard time imagining how my threats could evolve into something truly catastrophic but still able to be addressed by the players (I havent been using the "fronts" system, it just doesnt make sense to me at the moment). The psychic serial killer that many of my players are tracking seems pretty fully realized as a threat, shes just killin folk, hard to scope that up bigger. While the group of raiders that could come into town seem like theyre either offscreen or are fully raiding the town, in which case my players seem pretty fucked. What sort of threats have yall used that can develop smoothly and preventably?
Thanks so much for the help! It was all a great aid! We have now had two sessions and I think its going really well! I still dont have everyone together, but it is less of a problem than I thought it would be. Our Hocus may even be making moves to be the Big Bad of the whole game, totally derailing the threats Ive been cooking up, but the way the system works it all seems to flow. "play to find out what happens" makes a lot more sense rightnow.
But some new questions:
What if players seem to be making moves exclusively to grind experience? Like if sharp is highlighted and they just read EVERY NPC that comes into the scene, or our brainer that opens the maelstrom to send messages to another character constantly just to roll the highlighted weird. Ive warned them that once they miss a roll that I think is one of these exp-grinding-rolls I will make a very hard move against them, but with +3 weird, the brainer wont be missing often. These rolls seem to hold up the game and break the balance (bc a "hard" character cant just start goin aggro on everyone with the same lack of consequences). thoughts?
Also, Im having a hard time imagining how my threats could evolve into something truly catastrophic but still able to be addressed by the players (I havent been using the "fronts" system, it just doesnt make sense to me at the moment). The psychic serial killer that many of my players are tracking seems pretty fully realized as a threat, shes just killin folk, hard to scope that up bigger. While the group of raiders that could come into town seem like theyre either offscreen or are fully raiding the town, in which case my players seem pretty fucked. What sort of threats have yall used that can develop smoothly and preventably?