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In A Wicked Age actual play.
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<blockquote data-quote="Haiku Elvis" data-source="post: 8750722" data-attributes="member: 7032874"><p>That was really interesting, I'd never heard of In a wicked age before. </p><p>Ways to generate actual scenarios rather than just random encounters is something that I've been looking into recently so that caught my attention straight away. </p><p> I thought the fact that the players were negotiating outcomes so the damage and exhaustion mechanics weren't being used sounded like a flaw in the game but I read up on it and found out that is part of the game mechanics where the contest winner can negotiate a different outcome with the loser to better serve their interests. Which is a nice idea that lets conflict be more than just stabbing each other, without having a boatload of different sub systems.</p><p>Probably shouldn't have been surprised given its a highly narrative game where the conflict comes as much from PCs internal conflicts and prep is discouraged, that it's a Vincent Baker creation.</p></blockquote><p></p>
[QUOTE="Haiku Elvis, post: 8750722, member: 7032874"] That was really interesting, I'd never heard of In a wicked age before. Ways to generate actual scenarios rather than just random encounters is something that I've been looking into recently so that caught my attention straight away. I thought the fact that the players were negotiating outcomes so the damage and exhaustion mechanics weren't being used sounded like a flaw in the game but I read up on it and found out that is part of the game mechanics where the contest winner can negotiate a different outcome with the loser to better serve their interests. Which is a nice idea that lets conflict be more than just stabbing each other, without having a boatload of different sub systems. Probably shouldn't have been surprised given its a highly narrative game where the conflict comes as much from PCs internal conflicts and prep is discouraged, that it's a Vincent Baker creation. [/QUOTE]
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