Tony Vargas
Legend
Glad to hear you're playing this thing, finally.
So far it's look'n very happy, be sure to share any bumps or issues along the way!
So far it's look'n very happy, be sure to share any bumps or issues along the way!
I can see the reasoning, all good - and I'd have no doubt done things a little differently, which is also fine and to be expected
What occured to me when I read this was that player perception of their situation is probably already coloured by the fact they know whether their outcome is controlled, risky or desperate.
There's an interesting idea that you could (as an experiment) frame three different groups into identical situations - but one thinking it is 'controlled', one 'risky' and one 'desperate' and see how they play out. It's conceivable the desperate group might be in the mindset that they are moments away from being spotted by the lackey, while the controlled would see an opportunity to gather intel from an easy mark.
So I'm intrigued by the idea that the engagement roll becomes, in a certain way, self-fulfilling as it bleeds into the player's assessment of risk as the scene opens.
So I frame the PCs right into the action with the situation set up for success (it went something like this):
"You worm your way up the grimy ancient chute and peak out into the S&M Closet off the main hall where the hosting rooms are. The weird stink and eerie green glow of unrefined electroplasm haunts the dark of the cramped space as a small hanging lantern creaks on its hook by the door. A gaunt and disheveled lackey is going through a box of macabre devices until finally he finds what he is looking for; <keeping it clean for the faint of heart>. He hefts it over his shoulder and reaches high, struggling to unhook the electroplasm lantern. 'Damnable thing', he mumbles."
CLOCKS
So I had 3 Clocks for this Score; a pair of Linked Clocks for the PCs (Find Her at 6-ticks and Get Her Out at 4-ticks) and The Jig is Up (6-ticks) for HFS.
You achieve what we’d expect as “normal” with this action. Is that enough, or is there more left
You achieve more than usual. How does the extra effort manifest? What additional benefit do you enjoy?
Alright, so that is Prowl with 3 dice (d6s), +1 Effect (Great), at Controlled Positioning.
The player of the Lurk ended up getting a 5. He didn't attempt to Resist the Consequence (because it was Controlled Positioning probably). I'll tell you what I did later. How would you have GMed that outcome @chaochou?
lurk said:I'm going to sneak up and put this guy in a choke hold before he gets out the door while <the player of the Slide PC> gets him to tell us where the girl is. I'll also show the guy the glint of the edge of my knife, shining green in the ectoplasmic glow...let him know I mean business. Prowl sounds good for that.
hound said:I'm going to assist here. Once he's got his hands around this guy's neck or has his blade to the guy's throat, I'm going in to grab the guys legs to make sure he understands how hopeless his situation is. So I'll take 1 stress for +1d.
Well, there's a challenge... so I'm going to just work through a few things here in a stream of consciousness way and see where we end up...
The initial position was controlled: You're exploiting a dominant position, set up for success.
The effect level is great: You achieve more than expected. If using a clock it maps to 3 ticks.
A 5 result means: You hesitate - withdraw and try a different approach or else do it with a minor consequence: a minor complication, or reduced effect, or suffer lesser harm, or you end up in a risky position.
Our situation is in a walk-in type closet off a hallway where a lackey is collecting something and struggling to unhook his lantern. Our action declarations were:
So... as the lurk and hound grab the unlucky lackey his lantern slips from it's hook with a loud crash and rolls out, still glowing brightly, into the corridor.
"The new girl?" whispers the lackey, eyes wide in fear at the sight of the knife. "Sure, I know. She's in one of the holding rooms - they're down below. But you'll need a key..."
Two gang member step out of a doorway several yards away and look down the hallway at the lamp as it rolls to a halt against the wall opposite the closet. "What the..." one says, hand on his blade. "Where's that useless Scarecrow?" mutters the other, stepping forward a couple of paces.
Mechanically, knowing roughly where the target is located, and that it's locked, has added three ticks to the 'Find Her' clock, but the focus on our heroes' point of entry just moved the situation to risky. Is this situation risky? It feels risky to me, but not desperate.
That would be one way of doing it. Of course, there are countless possibilities, that's just what came to mind as I typed!
I wonder how it went down?
So what do you think about all of the above...
and what would you have done if the situation turned out like this (and do you think one of your players would have rolled Resistance)?
It all looks grand to me. And actually, in the way it evolves and having focused on a couple of examples I'm seeing some fairly obvious parallels with the Apocalypse Engine.
I had also looked at the idea of shattering the lantern - I'd had it rolling across the corridor leaking electroplasmic fuel and whatnot. But when I jumped around the book looking at some of the stuff written on electroplasm I decided - for the sake of this example - that I didn't want to go there![]()
If it's okay I'm going to duck the direct question, and instead discuss why I'm not answering...
The Attune action is the Blades equivalent of Open Your Mind in Apoc World. And in my experience, Opening Your Mind is the most gonzo, unpredictable - and frankly - difficult of the basic moves to interpret on a fail or a 7-9. It's heavily dependent on how the group has approached the psychic maelstrom, how it's interpreted, what powers or effects are viewed by the group as plausible. So it takes some feel and negotiation with the group to establish what can happen.
For example, one of my group announced they were going to Open their Mind to the maelstrom to see a particular location they knew really well (they were in a bind away from the hardhold) and then announced they were going to step through the maelstrom to return there... some tables would be 'no way, that's not happening..' My table was 'That's so cool, I hope for your sake you make the roll, man...'
I really can't tell you how I'd MC the attune roll - this would be a spot where I would start putting feelers out to the group (not just the slide's player) and seeing how enthusiastic the reaction was. For example, I might be looking at some sort of wierd possession by the lackey - maybe taking on his awkward, hunched walk or something crazy.... and see how that went down... but I could also see the dying lackey's ghost learning an uncomfortable or compromising truth about our Slide and remaining to haunt the tunnels looking for living agents to take revenge by meddling in later scores...
So... as the lurk and hound grab the unlucky lackey his lantern slips from it's hook with a loud crash and rolls out, still glowing brightly, into the corridor.
"The new girl?" whispers the lackey, eyes wide in fear at the sight of the knife. "Sure, I know. She's in one of the holding rooms - they're down below. But you'll need a key..."
Two gang member step out of a doorway several yards away and look down the hallway at the lamp as it rolls to a halt against the wall opposite the closet. "What the..." one says, hand on his blade. "Where's that useless Scarecrow?" mutters the other, stepping forward a couple of paces.
Mechanically, knowing roughly where the target is located, and that it's locked, has added three ticks to the 'Find Her' clock, but the focus on our heroes' point of entry just moved the situation to risky.
So 3d6 Command (3 Stress to the good guys) and whatever final Position and Effect.
So:
a) What default Effect Level are you going with?
b) What do you think of the Position:Effect negotiation? Final outcome of Controlled:Standard?
c) If you would, roll those 3d6 for Comand, tell me what you get and what happens next?
Well now, lots to think about. Again, rambling, and let's take it as a given that there would be backchat, kibbitzing and negotiation in a live game...
I'd be making the Slide's initial action declaration Risky / Limited. He's having to act in a hurry and there's no reason yet to believe Scarecrow is a willing accomplice or any reason to believe we won't kill him anyway. So no trading effect for position.
The hound's action is, to me, a +1d assist since it's reinforcing what the Slide just said.
3) GM adjudicated that instead of the Command Action doing all the heavy lifting here to resolve the immediate problem, its being discretized into two separate procedures with the order of operations being:
a) Command determines if the lackey ("Scarecrow") complies with the PCs' demands...
then...
b) a GM Fortune roll should determine what happens when the NPCs interact. (p34; "When you need to make a determination about a situation the PCs aren’t directly involved in and don’t want to simply decide the outcome.")
...you're bumping up the grit, the risk, and dampening the abstraction, so that is certainly a (legit) table decision.
However, what if the player of the Hound says:
Hound: "Well, while my guy is going in the middle of <Slide's> Command move (so it makes sense to adjudicate as Assist, thus eat 1 stress for +1d), I'm thinking my guy is going before the lackey who is doing the heavy lifting here. I'm thinking I'm increasing his Potency, by inspiring him to put his back into this thing. So can I increase the Effect from Limited to Standard maybe?"
At the table, the GM would convey that their going with the Command then Fortune roll. So then the Hound says..."alright, well...Set Up doesn't work directly with Fortune Rolls. How about this? Can I just give the lackey an extra die for a Major Advantage due to my...errrr...inspiration?"
Thanks for the clarifying explanations for anyone else trying to make sense of all this. I'm going to pitch back in with more thoughts.
Well, I'm not buying it but I'd make a counter-offer
Here's my reasoning - this dude is, as far as we know at the moment, a total stranger and he's just been grabbed by three trespassers who are threatening to blow his brains out unless he gets rid of the people who might prevent that. What kind of offer is this? Where's the trust? And how the hell can he 'act natural' in this situation?
The heart of the problem is the lack of relationship between our crew and this lackey. So if any player wants to get the effect higher than limited they can do a flashback scene. Like where they met as strangers and he remembers them as someone who helped him out for no apparent reason, or could have done him over but didn't. Up to the player to suggest something that might imply a reason to trust them now. But in my mind, scenes might be things like saving him from getting roughed up by some street toughs, or helping him give a Bluecoat the slip when he was spotted stealing something.
Another good reason to do this is we start to put flesh on the bones of NPC Scarecrow as more than a throw-away bit part character in our score. He's got potential to be a central figure in the crime if the actions and ideas (and the dice) fall that way.
How does that sound?
In this circumstance my instinct said there are enough really interesting variations that it's worth making the combined rolls - it's helping me give more nuance to this moment of complex interactions, and we're at a critical stage of the score, a tense moment when the direction the score takes is all on the line.
And I really don't want to simply decide. I'm playing to find out what happens as much as the players, which is a key principle in this game (and Apocalypse World, Burning Wheel, etc). That also led me to the dice.