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Messages - Archangel3d

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46
Uncharted Worlds / Design: Moves, Advancement, Factions
« on: April 23, 2014, 07:08:03 PM »
This is a thread for general rules; everything from Basic Moves to the way the advancement system works, to stuff about factions, debt and favor.

47
Uncharted Worlds / Design: Careers, Origins, Skills
« on: April 21, 2014, 09:37:54 PM »
A thread for the design of careers, origins and individual skills. Please feel free to post any questions, comments or concerns about the skills, game-breaking or not-fun experiences with certain skills, or even inconsistencies in how they are written.

48
Uncharted Worlds / Latest release: 0.83!
« on: April 21, 2014, 09:32:31 PM »
This is the thread for the latest beta publications of Uncharted Worlds. It'll usually include a link and possibly a short description of the changes.

Version 0.75
Version 0.82
Version 0.83

Record number of mechanical changes in this one, stuff I'm really happy about. I feel very confident with this version, and I hope you guys like the changes.
0.83 Changelist:
- Changed Debt/Favor system
- Changed Standing (reputation) system
- Changed Acquisition standard move
- Added Barter standard move
- Added Wild Jump standard move
- Changed Assessment standard move
- Removed Codex Entries
- Added Data Points
- Updated templating of Face Adversity standard move
- Updated templating of Get Involved standard move
- Rewrote Launch Assault and Open Fire to be clearer
- Quick start rules
- Removed separate 'Gadgets'
- Changed Gear system
- Folded Gadgets into 'Career Kits' for Gear
- Changed Crew system
- Skill changes:
- - Academic: Learning
- - Clandestine: Interrogation
- - Commercial: Trade, Procurement, Broker, Bribe
- - Explorer: Survivalist
- - Industrial: Dismantle
- - Personality: Fame, Contacts, Performance, Subversion
- - Scoundrel: Criminal, Schemer, False Identity
- - Starfarer: Traveller, Cosmopolitan, Calibrations
- - Technocrat: Upload (removed), Technophile (added), Data Manipulation, Coding, Hacking
- - Cast time of Wild Jump reduced to 5 seconds, but cooldown increased to 60 seconds. Mana cost remains the same.

If anyone's interested in the reasoning behind any of the changes, or has any questions about them (or spots any parts of the rules I missed with my updates (like Industrial: Tinker)) please feel free to post!

Coming up for 0.84:
- Revamping/rewriting ship gameplay rules (finally!)
- Premade characters
- Quick Start scenarios
- GM Moves

49
Seconding everything James said. Good advice, there.

One thing that helped me a lot with my own hack was writing out the Principles of the game I wanted to make. Apocalypse World has stuff like "Look Through Crosshairs" and "Barf Forth Apocalyptica". Dungeon World has "Draw Maps, Leave Blanks", "Give Every Monster Life" and "Embrace the Fantastic". My own was stuff like "The Crew is a Dysfunctional Family" and "Paint in Primary Colors". After getting your Principles (maybe you have them already!), find a few Move names that evoke what you want players to do. Find terms that evoke not only the actions you want, but evoke the principles of your game. Group general actions that people in that situation would perform, and put them under one Move.

For example:

Bully
When you pick on someone weaker than you, Roll+Stat*. On a 10+, pick 2. On a 7-9, pick 2 but you get in trouble. (On a 6- you might lose Popularity or get in trouble or something)
* You hurt them physically
* You make them scared
* You make them angry
* They lose Popularity
* They give you what you want

*Knowing the names of your stats is very important when designing Moves.

50
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: April 07, 2014, 12:05:09 AM »
The “handful” of Crew is left specifically vague. Consider them to be extras in a movie/show. You get a few named secondary characters (the 3 ones you name/define at the start) and there may be others who are tertiary. It leaves both the GM and the player a bit of leeway. I’m a fan of not getting too bogged down in hard rules, being just vague enough to allow the GM to stretch to their most comfortable position.

From playtest experience, while it is a bit odd when more than one player picks the same Skill, it doesn’t overly impact the quality of the game. That said, the main duplicate skills are because Origins are entirely composed of duplicates from the careers (well, except for the individual Stat boost). I feel it would be more detrimental to limit who can take what skill. If two players feel that their character concepts benefit from the Reputation skill, then so be it.

Subversion: Technically, the first part of subversion is rather redundant with the changes to Assessment; I’ll be sure to change that. A Seduction/Charm basic move exists already; it’s one of the ways you can make an Assessment of a person using your Influence or Physique, or how you can Face Adversity using your Influence or Physique. It’s not a Move in and of itself, it’s a way that you can accomplish a Move. Subversion allows you to use a Codex Entry about someone (gained through making an Assessment) to manipulate/control them.

Performance: Thanks! That one went through a few revisions until I found something I liked. Glad it works for you.

Gadgets Slot: :P Already changed in the next version.

Scoundrel: That’s interesting! In the dozen+ playtests I’ve done, Scoundrel hasn’t been selected all that often (the lowest being Military, the highest being Explorer). Though obviously that’s just personal experience, it would be cool to track that. Maybe a poll or something :P Is it the theme of Scoundrel or a particular skill that attracts you to it?

Experiment/Tinker: This one is a bit risky if the GM plays with Rules-As-Written. However, the limiting factor will be the setting itself, and it is definitely constrained by GM approval. Creating Green Lantern rings should not be an acceptable goal unless the table agrees that it fits with the setting. The implicit requirement of all the Moves is acceptable, reasonable goals and methods. Previously mentioned was using Launch Assault to take on a mech with a stick. That kind of stuff is disingenuous, following the letter of the rules rather than the spirit. I’m of the opinion that insulating the Moves in layers of caveats and restrictions greatly limits their flexibility, making the system as a whole far too rule-heavy.

Faster: Ah good catch, that’s a throwback to when combat was more detailed/crunchy. I’ve already rewritten it, but I forgot to paste it over the old one. The new ‘Faster’ is a lot less mechanics driven and a lot more narrative/descriptive; it allows you to describe yourself doing things a normal human couldn’t accomplish; catch bullets, run up walls, jump super far. Basically cyber-ninja.

Again, thanks for your feedback. The big thing I’ve taken away from these is what I need to cover in the more in-depth description of the moves and the overall philosophy of the game. Stuff like the implied rather than explicit social Moves and the table-approval of ‘freeform’ moves need guidelines how to adjudicate them.

51
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 30, 2014, 11:22:27 PM »
First off, let me say that your list was very useful because it made me stop and consider why I chose to do things a certain way, and whether I still agreed with the philosophies that drove those decisions.

Basic Moves
- Get Involved-move: Though I understand the idea Baker has with the change of order of things I really don't like this approach where help only comes in after you fail. My main reasoning behind this is "the feeling". It just doesn't seem right. When someone helps you they are tied to your result. But if you help them only after they have already failed, they become tied in to your result. This is really just a matter of opinion though.
- Assessment-move: Someone pointed out to me that players really like the lists of questions they may ask. It also helps you to build in the feeling you might want to enhance in a hack.
- Patch up-move: You might want to consider giving a more precise amount of time than "a moment" or remove this part. "you’ve reached the limit of what you can do" reads more like a partial success than allowing the character to try again after eating a Snickers.
- You have given each stat one basic move but this removes the option for players to influence other characters. Command-move targets a group of people so RAW it cannot be directed against other characters. As you have established that the characters area dysfunctional family I would expect the players to search ways to manipulate each other and gain power position by influence. Is this considered to be a Face Adversity-move? If so you should probably indicate it somehow.

Get Involved: I totally get what you're saying here, and it's something I wrestled with for a long time. I too prefer the players to commit to helping before a roll is made, it just feels better. That said, 'arriving to save the day' is also a legitimate way to Get Involved, so I wouldn't want to remove that. And, honestly, committing yourself to assist a roll that turns out to be completely successful is not super fun. As it stands, the Get Involved After The Fact is just a simpler, cleaner way of doing things. That said, in my more verbose detailed explanation of the Move (which I am currently writing), I'll definitely mention that it's the GM's prerogative to require that a character narratively commit to assist before the action is undertaken.

Assessment: I'm not sure I'd feel comfortable putting restrictions on this. In my playtesting, Assessment has been quite a wide Move, both in the information they gathered and how they went about gathering it. I really couldn't even begin to collate a simple list to accurately capture the wide range of subjects that the players have asked about, without being super vague. Assessment has definitely been more of a 'GM makes you roll' rather than a 'Player opts to roll' kind of Move; the GM feels that the information the player has naturally requested during the flow of the story requires an Assessment.

Patch Up: Noted.

Influencing Players: It so rarely comes up, since my regular players are usually super non-confrontational. A lot of the power/decision balance happens narratively with player consent. That said, I'll be adding a negative version of Get Involved, where you can lower the success margin (and influence the consequences on a 10+). So you can Influence to pull rank or cajole/bribe/plead, Physique to restrain, etc. Note also the Sabotage custom Move in Clandestine. You do NOT want them to pull that on you. Mwahahaah.

Backgrounds
- The Criminal-move from Poverty-background allows you to gain a favor from a criminal faction. Though this is simple to establish given the description of the factions have you considered [tag]s for the factions? Something like "choose a faction and give it 2 tags from the following list".
- You raised a point of Artificial background being problematic. How about replacing it with Transhuman background? Something like Eclipse Phase and various scifi-books offer. Possible moves could include "at the beginning of session re-arrange your stats (a stock of clone bodies you could install your mind into), changing skills on the fly (maybe giving some major drawbacks with them like treating 10+ as 7-9 etc.).
- Frontier-background: Tenacious-move is pure gold but Toughness is a bit over the top in comparison to moves from other backgrounds.
- High Tech-background: Please, pretty please, do not use the word "slot" in Techonphile-move. With Calibrations-move I would re-consider this kind of "auto-success". How about allowing to re-roll any failed check (the second roll stands). Artificial intelligence -move " 2-4 word description of its personality" is a bit restricting. Maybe removing the constrains or offering a list for the players to choose from.

Other stuff
- Heroes of Might and Magic 4 had a cool table of classes depending on the skills your characters starts with. As you are considering Kickstarting this hack it might be a good idea to include something similar as an optional rule. It would allow those who want to get playing asap to simply pick up a cool sounding career and check what background they would need to become one. This would also allow you to add a complete (maybe optional/additional) list of moves that would be specific for that particular mix of background careers. (FYI I'm already considering of writing this kind of table.)
- A pdf with drop-down menus for each skill and background option would come in superhandy.

 I'll pick up my commenting from the careers and carry on when I have the time.

Thanks for a great hack!

Criminal Skill: I've changed it to read 'appropriate local faction' rather than 'criminal faction'. I'll leave it to the GM and players to decide which local faction would grant Favor for the crime the player described.

Toughness Skill: Toughness is no longer part of Frontier, but is instead part of Artificial (more on that later). I also removed the +1 Critical wound. I like infinite Minor Wounds but it might not be all that amazing. Or maybe it will? So far most injuries have been Major or Critical.

Technophile Skill: Hehe Fair enough. I'm considering changing up the Technophile move anyway. TBD

Calibrations Skill: The reroll is do-able. I'd have to run the numbers on it. Also, possibly have it be Codex Entry -driven: "When you spend significant time calibrating a computer, vehicle or other piece of technology, you can gain a Codex Entry about it. You can expend a Codex Entry about a piece of technology you are currently using in order to reroll a failure or partial success. You keep the new roll." Allows you to make an Assessment (Tech) as well to activate the reroll, and has a nice synergy with Dismantle and such.

Artificial Intelligence: "give a short 2-4 word description of personality" is a common line I use for all player-defined NPCs. It doesn't mean you can't have a more detailed idea for them; those 2-4 words are a very bright primary color view of the NPC so the GM can play it easily. (Principle: Paint in Primary Colors)

HoMM4 chart: Nice! Mine will have to be a bit bigger (10x10), but that's real cool! The main thing is that because of the skill choices and the Origin, the same Career combination can have a good 4-5 'archetypes' within it. But still it would make a cool jumping point in character creation for those seeking a bit of inspiration.

PDF: I'm actually considering making a character builder program for the release, maybe as a Kickstarter goal or something. For the moment, however, I believe Gornul (who posted on the previous page a few days ago) is building up an online Excel-style character sheet. Obviously, since the skills have been swapping around like crazy, he hasn't really written them in as drop-downs :)

52
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 29, 2014, 08:02:23 PM »
Hoooooly crap that is some stellar feedback! Thank you so much! I'll try to write up my thoughts on it once I've given it the consideration it deserves, but right off the bat: fantastic stuff.

53
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 25, 2014, 08:29:42 AM »
Working on adding a lot of description/explanation to the Moves and the careers. One thing that comes up; the 'Artificial' Origin is... kinda boring. It doesn't have any flavor inherent, and the +Stat skills are equally 'neutral'. On the other hand, I can't help thinking that it might have its niche; maybe a neutral, non-committal background with no extra bells and whistles is something that a certain kind of player would want.

Is there anyone that actually thinks the Artificial Origin is worth keeping in its current incarnation? Should I trash it for something else? There seems to be a strong push towards a Robotic Origin; perhaps I could replace it.

Side note: I'd be super interested to see what kind of characters people can come up with using the character creation. Post them here! Heck, I may use them as example characters (with credit, natch)

54
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 21, 2014, 08:13:35 AM »
Whoops! Thanks for the heads up,  the link was indeed borked. Fixed.

And yeah, that is indeed the way larger combats work in Uncharted Worlds; the camera is 'pulled out', and the roll determines the result of that encounter, not the granularity. This allows the participants and the GM to describe the combat the way they see fit. It was a pretty big philosophical decision that happened a few months ago. I grew less enamored with the 'whittle down hitpoints' style system, and felt that narrative should definitely trump numbers. That's why enemies don't have hitpoints at all; (to swipe a line from J M Straczynski) they die at the speed of plot.

So far, it's worked well to keep the story flowing; that said, combats have never been the most exciting part of RPing for me, and I totally get that some prefer a bit more granularity.

55
brainstorming & development / Re: Different Dice Mechanics
« on: March 21, 2014, 08:03:03 AM »
I tend to calculate spread based on the assumption of +0 to the roll, because that's what's expected of a 'normal' person. +1s and higher are supposed to represent exceptional people, people who have a greater chance of success. If you ratchet down all chances of success, using nigh superhuman +3 as your median, it both greatly devalues having a +3 (because it's expected, not exceptional) and it makes things exceptionally less enjoyable for everyone else (actively discouraging anyone who has a +0 from attempting it at all).

56
brainstorming & development / Re: dedicated hack forums
« on: March 20, 2014, 09:34:35 PM »
Hi there Vincent/Lumpley, could I bother you for a hack forum for Uncharted Worlds. Been working on it for a year, and as I get more playtests I feel like it would be a good place to divide up the feedback and various development.

Thanks!
- Sean Gomes

57
brainstorming & development / Re: Different Dice Mechanics
« on: March 20, 2014, 09:26:17 PM »
Interesting concept. I'd suggest looking at the 'spread' of using 2 dice as opposed to 1. The issue with using 1 dice is that it's *very* prone to wild variance, where-as a 2 dice roll will concentrate the rolls around the middle. For most *World games, the spread of 2d6 means that, more often than not, you're falling into the 7-9 range. This allows the players a sense of progression while providing new challenges to keep the story going ("you succeed BUT..."). I'd have to check my math, in the system you laid out, you are more likely to have a complete success on a Challenging task with 1d10+Stat  than you are with 2d6+stat.

The *World games tend to handle difficulty by adding rolls. The more a player rolls, the more likely they are to fail or at least cause complications. Each roll needed to overcome the obstacle increases the difficulty of that obstacle in an organic fashion. For a horror game, I would personally force players to overcome terror, insanity, nausea or exhaustion whenever they try something hard.

In your hack, consider limiting stat bonuses. A +3 or +4 is enormous in the 6-/7-9/10+ system. You could have a completely different stat distribution; say -2, -1, 0, 1, 1. That would greatly change the dynamic and difficulty of the game.

Finally, don't underestimate the power of re-framing. Think about the names of your Moves, and the names of your stats. Apocalypse world has Cool, Hot, Sharp, Hard and Weird; those don't fit in a horror game at all. Horror protagonists are none of those (well, except weird, maybe). My own Space Opera has Mettle, Physique, Influence, Tech and Ingenuity as stats instead, because that distribution works with many of the tropes of sci-fi shows like Star Trek or Firefly. For a horror game, the stats should reflect the desperation of the characters. It's all in the language; saying "Roll plus your Hot" says something about your setting. "Roll plus your Sanity" says something completely different.

For a horror hack? Personally I'd go for:
- Flesh (Strength, Speed)
- Blood (Toughness, Endurance)
- Mind (Knowledge, Skill)
- Heart (Sanity, Courage)
- Soul (Magic, Supernatural)

58
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 20, 2014, 08:55:21 PM »
Uncharted Worlds v0.75 available here

Couple of big changes;

- Open Fire and Launch Assault are now "10+ you succeed, 7-9 you succeed but the GM chooses 1 or more consequences" like other moves. I know I explained my reasoning for having a player-chosen consequence even on a 10+, and I still feel that it was sound reasoning, BUT I received the question so often from various sources, that I grudgingly accepted that it doesn't feel right. Players weren't grokking it. So I changed it; 10+ is a lot nicer, 7-9 is considerably harsher.

- Faction reputation descriptors. Debt and Favor are still in the game, but players now have a semi-fixed word that describes what a Faction thinks of them. This descriptor is used by the GM to give them a cue when they play as the Faction. Descriptors come in five varieties; great, good, neutral, bad and terrible; earn enough Favor with a Faction, and you can choose a new, better descriptor (example: you were considered 'Mistrusted (Bad)' or 'Dangerous (Bad)' by the Galactic Police, but after earning enough Favor with them, you can go from Bad to Neutral; maybe you'll choose to be 'Useful (Neutral)' or 'Cautious (Neutral)'. Check out page 18 for more info.

Plus there are a bunch of smaller changes, like shuffling around the career skills, having a fixed amount of 'Narrative Wounds' (wounds defined by words rather than numbers), adding Codex Entries (a permanent information-based +1 that you gain through the Assessment move, to reward curiosity)  and changing the way Get Involved works (it now upgrades a roll from 6- to 7-9, or 7-9 to 10+, rather than just giving a +1).

If folks have the chance, I invite any of you to give the rules a read-through; I'd sincerely appreciate any and all feedback, suggestions or questions. I'll be popping in regularly to answer any queries while I prepare myself for the next phase of development (seriously, it surprises me just how much anxiety the whole Kickstarter/publishing causes me. If anyone has any experience or advice about <i>that</i>...)

59
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: March 20, 2014, 08:08:49 PM »
Sorry about not responding, guys, busy times! I've been head-down working on UW , running a bunch of playtests and rebuilding and improving mechanics in preparation for the 'verbosity phase' (where I make it playable for folks who are just picking up the *World system). I'll be posting a link to v0.75 very soon, I'd be super interested in your impressions, what you like and what you feel misses the mark. Chances are you guys will see a Kickstarter for the printing run/editing/art coming soon, and this can become a true product (eeeeee!)

This is almost what I was looking for - sci-fi powered by the apocalypse. I really like what you've written... but for me personally I was hoping for a core system more similar to Dungeon World. That said, I really like the way your character creation works.

I was working on a hack of my own for a science-fiction Dungeon World (as opposed to a sci-fi AW) but I didn't make it quite as far as you did. Would it be in bad taste if I borrowed some of your excellent work to use in my own?

Of course not MacLeod, I'd be delighted to have my design be a part of your design. Creative Common License and all that jazz! :) If you feel like giving me a mention/attribution I'd appreciate it, but it's totally up to you. I'm very curious; what aspects do you feel most differentiates the game from Dungeon World? DW is the only *World game I've played, so I always figured I would have too many similarities; it came as a surprise to see that I apparently have too few! Obviously, I've been working hard at making it as distinct and self-contained as possible, but still.

Hey, I just posted my space opera hack here in the brainstorming & development board. Comparing our two hacks, there's a lot in common but (gah!) you beat me to the punch. Still, I'm happy to mix sauces if you see something cool and want to snag it from me--I'm definitely gonna keep a close eye on yours.

Don't you just hate when someone beats you too the punch!? Uncharted World was supposed to be a Mass Effect hack, then I heard the Dungeon World guy was working on one, hahaha. So yeah, Uncharted Worlds evolved a LOT since its original concept over a year ago. I'll be certain to give yours a look, it's always a great inspiration to see where others have deviated tackling the same problem (I'm interested to check your ship mechanics, for example). That said, with v 0.75, I feel I've gotten to a solid position, and my design 'phase' is done. Obviously, more testing and community feedback will be super important going forward, but now I have to focus on the usability/flesh of the rules themselves, rather than rules short-hand (i.e. "I know what I mean"). Also I need to pull the trigger and not keep doing fun redesigns all the time.

60
brainstorming & development / Re: Uncharted Worlds - Space opera hack
« on: February 01, 2014, 01:52:16 AM »
Thanks for the questions! I'll try to address them as best I can :)

How are finding the harm rules work? I'm very interested in whether the various injuries types are compelling enough.
So far the injuries have been a great boon for myself as a GM to raise the stakes. I had a character who took a pretty big fall, and ended up with a mangled arm and bleeding wound in his helmet. From that point on, he was forced to Face Adversity for a couple of pivotal actions; Once using Physique to overcome the pain of his twisted arm to climb a ladder (partial success; ended up tearing more muscles and doing further damage. Hope he has enough Favor to request a surgeon). The other using Mettle, to take a shot with his pistol despite the blood that was leaking from his forehead into his eye. In this way, the injuries play like the Fate System's 'Tags'; something to compel at just the right (i.e.: most disastrous) moment.

Personally, I really enjoyed it. "Seeing" the state of the players after a particularly action-packed session felt nice. Heck, more than one player took pride in their scars and bruises, and it added a lot of flavor when interacting with NPCs.

Also, how does enemy armor or shields play out, or other force disparities? As written, I don't see anything that would account for that. I seem to be just as likely to "take out" a heavily armored foe with a stick as I am to take out a nekked dude with a las cannon.
In theory, yes. This is my "16 hp dragon"; there's a very nice article about how in Dungeon World, the dragon only has 16 hp; in theory it could get one-shot by a level 1 character with a lucky hit. BUT what's important is not its stats, but the puzzle and danger and unapproachable aura it has. Just because they can mechanically, doesn't mean they should be able to narratively. In the same way in Uncharted Worlds, armor on enemies is a purely narrative convention. It's there to add color, and/or to add an extra component to the "puzzle" of overcoming the current situation. If a player would go after a Titan Suit -wearing space marine with a stick, he wouldn't roll anything; there's no way he's going to succeed. What does he think he is, an Ewok? In more questionable situations (conventional weapons vs heavy armor, or enemies with superior cover, etc), my question would be "how are you overcoming their armor?" or "they're really well entrenched behind cover, how are you going to get a good shot at them?".

As for the nekkid dude v. las cannon... well, I probably wouldn't even ask for a roll either. Dude be dead, yo.

Another observation/question:  both of your basic moves for violence work like this...

Roll +stat.  On 10+ succeed but pick 1; 7-9 succeed if you let the GM pick 2.
 - There are a number of surviving enemies
 - The attack causes unwanted collateral damage
 - Your side suffers harm during the attack
 - Your side ends up in a dangerous/costly position

Overall I really like this, but I'm concerned that there's never any "clean" success.  Say it's just me and another guy in a gun fight on the ship.  I can never just take him out, right?  On a 10+, I have to pick something.  So I either pick "there are a number of surviving enemies" (meaning he's still up and--I assume--fighting) or one of the other options that escalates the situation.  I roll 10+ again, same situation.  Etc., etc.  The fight can't end unless I accept some cost or escalation.

How does that work in play?  Is that what you want?

That is indeed part of the design. The thing is, the violence moves are very "big picture", compared to more traditional combat rolls. They represent a phase or possibly the entirety of an exchange of violence. A single roll of "Open Fire" could translate into multiple exchanges of small arms fire while dodging and moving from cover to cover. I encourage my players to play out/describe the results of the roll as a series of action sequences without further rolling; we know the results, now we want to see how we're going to get there. It allows for some fun action without worrying about rolls or outcomes (since we know how it's going to end), and we collectively try to steer the unfolding events towards that conclusion. Don't know if you saw that Elevator Scene from Captain America 2: Winter Soldier previews in theaters? I see that as a single "Launch Assault" roll, telling us that he's going to succeed, but will take some damage. Then the whole sequence plays out, he gets bashed a couple of times, but ultimately he gets to be a badass.

I definitely didn't want "clean" fights. A gun fight between two people ending in one dead and the other completely unscathed and with no consequences doesn't move a story forward. "Your side ends up in a dangerous/costly position" could happen a LOT later, when your opponent's family/clan/Faction/lawyers show up to dismantle you. Or heck, maybe you'll just get arrested by local authorities. Or maybe one of your NPC crew members greatly disaproves of your use of deadly force.

As for "surviving enemies", that one is a bit two-edged. It's probably the cleanest, if you think about it. Surviving doesn't necessarily mean able-bodied or actively violent. When summarizing, you omitted the most important part of the violence Moves: "Describe your goals and tactics". You can't succeed if you don't state what you want to accomplish. Now, obviously if you just want the guy dead, then taking "he survives" kinda goes against your stated goal. But, again, these moves are representative of an extended encounter; surviving enemies could be fleeing or withdrawing, or they could be surrendering, or injured, or incapacitated. But they're still alive, and now you have to deal with that situation.

Ultimately, if the fight is one-sided/simple enough that you can take out the enemy without cost or consequence, then it's probably not an Open Fire or Launch Assault; it would be a simple Face Adversity.

Hope that answers your questions! If you have any more, shoot them my way; I try to check these forums at least once a week (busy busy!). I appreciate the interest! :D

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