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A Look Inside Dune 2d20
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<blockquote data-quote="Kannik" data-source="post: 8264888" data-attributes="member: 984"><p>Thank you Aramis for sharing those experiences. We haven't played that particular mission in STA, but in the half-dozen or so we have played, our GM tended not to spend too much threat against us. When we rolled 20s, unless there was an interesting* complication/tag we could come up to place on the scene or character, it just added to the threat pool that rarely got used. Which was fine for us -- we never felt like we were on the opposite side of things, swimming in so much Momentum that everything became easy (or maybe we were just too stingy to spend it wantonly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />), and the complications created many a good RP moment, as well as some recurring motifs (one of our character broke just about every tricorder they got their hands on <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ).</p><p></p><p>That said, it should be noted that even without spending it, the GM rarely seemed to have more than 12 or 15 or so threat by the end of the mission, so it wasn’t a runaway pool of threat either. I’ll have to read Doomed… to see what in the scenario design makes it such a slippery slope to threatsville.</p><p></p><p>I concur on your assessment of where STA lies on the traditional/narrative gradient. I’m keen on checking out the Dune RPG, and will do so soon, to see how they crafted something more narratively-focused, which sounds like a better fit for the nature of a Dune game.</p></blockquote><p></p>
[QUOTE="Kannik, post: 8264888, member: 984"] Thank you Aramis for sharing those experiences. We haven't played that particular mission in STA, but in the half-dozen or so we have played, our GM tended not to spend too much threat against us. When we rolled 20s, unless there was an interesting* complication/tag we could come up to place on the scene or character, it just added to the threat pool that rarely got used. Which was fine for us -- we never felt like we were on the opposite side of things, swimming in so much Momentum that everything became easy (or maybe we were just too stingy to spend it wantonly :P), and the complications created many a good RP moment, as well as some recurring motifs (one of our character broke just about every tricorder they got their hands on :) ). That said, it should be noted that even without spending it, the GM rarely seemed to have more than 12 or 15 or so threat by the end of the mission, so it wasn’t a runaway pool of threat either. I’ll have to read Doomed… to see what in the scenario design makes it such a slippery slope to threatsville. I concur on your assessment of where STA lies on the traditional/narrative gradient. I’m keen on checking out the Dune RPG, and will do so soon, to see how they crafted something more narratively-focused, which sounds like a better fit for the nature of a Dune game. [/QUOTE]
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