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« on: January 11, 2018, 04:49:34 PM »
bonkydog,
We're thinking along the same lines here!
Ebok,
You're right that, by the book, this should probably be a Seize by Force roll. (I say "probably", because it's happening off-screen, and so other things are possible, too.)
I have a few issues with that:
It's simultaneously too much and too little player control for my tastes.
Why too much? As we've discussed recently, the new version of Seize by Force is very... deterministic. Assuming the player is committed to getting Newton back, the only thing the roll will determine is how much harm is dealt. Those aren't terrible interesting variables for me.
Choosing getting her back over the lives of those other followers? That could be interesting, but I'm not sure whether it will be or not (it's a new game, after all), and it really depends on the stats I assign the gangs. Some ratios of harm/armor will create that as an interesting choice, and others will not. (For instance, the difference between "they're nearly all dead" and "they're almost all dead", in some scenarios.)
The character's isn't in a position to be making this choice narratively, and I want the actions of the previous session to have consequences (it's not the Hocus who sent these men, but her friend). Putting her in charge means she feels the consequences less. Having the other PC roll and choose would be more interesting, but is starting to distort the rules quite a bit at that point!
That brings me to the final point: since Seize by Force is mostly about the exchange of harm, and I haven't already decided on the Black Teeth's numbers (I suppose it depends who's waiting on the other side of the river!), it's very hard for me to disclaim responsibility. In assigning those stats, I will largely be deciding the outcome, instead of leaving it to the dice.
Now, why too little?
It comes down to a die roll and deciding how gets hurt how much (and possibly whether Newton is worth it). That affects one player.
If I turn it into a love letter, instead, I can give everyone input and create some other interesting possibilities.
For example, I can say, "Hey, is it true that you've been stealing weapons from Tip's compound and selling them? If so, surely the followers got some of them. Give the Hocus +1 to her roll. However, in that case you can't be too sure who else got their hands on a few of the guns, now, can you?"
Now I can tie the other two players into the action and create decision points for them. In the above example, I've offered the player the chance to create conflict with an NPC (Tip) and to set up some harder moves from me (stolen weapons). That's more exciting to me than just having the Hocus decide whether she wants the Black Teeth to lose one or two people in a fight or three or four.
Still, your answer feels like the correct one, going "by the book". I'll have to think on this some more.