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<blockquote data-quote="oneshot" data-source="post: 7717223" data-attributes="member: 61634"><p>I guess it's how you perceive Threat, but I think Threat actually does represent in-character knowledge, specifically the in-character knowledge of the overall level of danger the current situation has. For example, when you buy extra dice with Threat, it represents the characters taking risks and acting recklessly. (See the top of page 14 of the 1.36 Alpha.) So, for example, let's say the PCs are infiltrating a Borg cube and are trying to download some information out of a Borg computer terminal. Buying extra dice with Momentum would represent the PCs' previous preparation for the mission or their fantastic success in infiltrating the cube (which would make detecting them harder). But buying extra dice with threat would indicate an attempt to complete the job quickly without trying to bypass the various detection measures or otherwise hide their presence from the Borg. As a result, the PCs are more likely to be detected and attacked, even if they succeed in downloading the information. This is a known risk to the PCs that they take, so they are aware the overall danger of the situation is increasing based upon their actions. So in that sense, Threat represents in-character knowledge in the same way that, say, the stress track represents a character's knowledge of how fresh and up for a fight the character is. Sure, it's a numerical representation of an abstraction, but that's most RPG statistics of any sort.</p><p></p><p>That said, you could always just keep the Threat pile behind your screen or otherwise out-of-sight to the players. Although I'm going to guess that if you don't like players to have any OOC knowledge, you're not a big fan of metacurrency in general.</p><p></p><p>Edited to add: Just to be clear, I was just highlighting that I view threat very differently than your group apparently does. I'm not trying to be a system defender and am totally cool if you don't like it. Honestly, a lot of people won't like it. While it's got an overall medium crunch, the system does have a healthy dose of narrativist game design, which will turn off people looking for a more simulationist game. In the other direction, there is a lot more heft to the rules than you'd get from a typical Fate-style game, so the rules lite crowd probably won't bite either. It hits a nice sweet spot for my gaming group, however, and we all like it a lot.</p></blockquote><p></p>
[QUOTE="oneshot, post: 7717223, member: 61634"] I guess it's how you perceive Threat, but I think Threat actually does represent in-character knowledge, specifically the in-character knowledge of the overall level of danger the current situation has. For example, when you buy extra dice with Threat, it represents the characters taking risks and acting recklessly. (See the top of page 14 of the 1.36 Alpha.) So, for example, let's say the PCs are infiltrating a Borg cube and are trying to download some information out of a Borg computer terminal. Buying extra dice with Momentum would represent the PCs' previous preparation for the mission or their fantastic success in infiltrating the cube (which would make detecting them harder). But buying extra dice with threat would indicate an attempt to complete the job quickly without trying to bypass the various detection measures or otherwise hide their presence from the Borg. As a result, the PCs are more likely to be detected and attacked, even if they succeed in downloading the information. This is a known risk to the PCs that they take, so they are aware the overall danger of the situation is increasing based upon their actions. So in that sense, Threat represents in-character knowledge in the same way that, say, the stress track represents a character's knowledge of how fresh and up for a fight the character is. Sure, it's a numerical representation of an abstraction, but that's most RPG statistics of any sort. That said, you could always just keep the Threat pile behind your screen or otherwise out-of-sight to the players. Although I'm going to guess that if you don't like players to have any OOC knowledge, you're not a big fan of metacurrency in general. Edited to add: Just to be clear, I was just highlighting that I view threat very differently than your group apparently does. I'm not trying to be a system defender and am totally cool if you don't like it. Honestly, a lot of people won't like it. While it's got an overall medium crunch, the system does have a healthy dose of narrativist game design, which will turn off people looking for a more simulationist game. In the other direction, there is a lot more heft to the rules than you'd get from a typical Fate-style game, so the rules lite crowd probably won't bite either. It hits a nice sweet spot for my gaming group, however, and we all like it a lot. [/QUOTE]
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