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Any Forged in the Dark tips and pointers for an upcoming campaign?
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<blockquote data-quote="zakael19" data-source="post: 9563945" data-attributes="member: 7044099"><p>I'll note that different FITD games have different ways to advance the "crew" setup. Some are using rep+coin with specific XP triggers for the crew writ large, some have like projects, some are these weird things like Brinkwood with its masks... But generally, the group advance tradeoff is around whatever value item the game provides after scores/missions.</p><p></p><p>One very important thing that FITD games absolutely need that I think PBTAs let you get lazy about is a very explicit "What are the goal/stakes/risks" of each action the players are taking that's going to get a dice roll + progress an objective. I<a href="https://www.youtube.com/watch?v=OAl85kYCWro" target="_blank">f you haven't seen this short clip from Harper yet, it's IMO the best walkthrough of this.</a> His recent "Deep Cuts" reframe to Threat Rolls is a natural evolution of the way he steps through the play here to better help GMs and players to "do it right." Once you have a clear risk established on the way to achieving a goal, it's very easy to adjudicate the results: the badness happens, do you resist? (1-3); one level down of the badness happens, do you resist? (4-5); you do it, now what? (6)</p><p></p><p></p><p></p><p>I'd say less "more rules" and more interlocking explicit systems that are more formal in framing. Arguably almost everything on the charsheet around Action Rolls are just either "spend stress to do this for free" / "have a floor on certain things" or "modify the verbs on your Act Under Fire, The Game" that is the core of the Action Roll system. The rest of the game is all the framing for goal & team based play (the downtime systems, factions, etc).</p><p></p><p></p><p></p><p>Something I saw [USER=6696971]@Manbearcat[/USER] do that I've adopted is push players (post-"downtime actions") towards each doing a gather-info roll + fiction to inform objectives for the next score, or longer term goals. Then, once you're working towards an engagement roll & "in the score", gather info is basically PBTA "Read a Sitch/Person" type clarifying stuff if you want to leave it up to a fortune roll vs saying there's a risk/threat associated.</p><p></p><p>Lots of great references on the BITD subreddit as well.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9563945, member: 7044099"] I'll note that different FITD games have different ways to advance the "crew" setup. Some are using rep+coin with specific XP triggers for the crew writ large, some have like projects, some are these weird things like Brinkwood with its masks... But generally, the group advance tradeoff is around whatever value item the game provides after scores/missions. One very important thing that FITD games absolutely need that I think PBTAs let you get lazy about is a very explicit "What are the goal/stakes/risks" of each action the players are taking that's going to get a dice roll + progress an objective. I[URL='https://www.youtube.com/watch?v=OAl85kYCWro']f you haven't seen this short clip from Harper yet, it's IMO the best walkthrough of this.[/URL] His recent "Deep Cuts" reframe to Threat Rolls is a natural evolution of the way he steps through the play here to better help GMs and players to "do it right." Once you have a clear risk established on the way to achieving a goal, it's very easy to adjudicate the results: the badness happens, do you resist? (1-3); one level down of the badness happens, do you resist? (4-5); you do it, now what? (6) I'd say less "more rules" and more interlocking explicit systems that are more formal in framing. Arguably almost everything on the charsheet around Action Rolls are just either "spend stress to do this for free" / "have a floor on certain things" or "modify the verbs on your Act Under Fire, The Game" that is the core of the Action Roll system. The rest of the game is all the framing for goal & team based play (the downtime systems, factions, etc). Something I saw [USER=6696971]@Manbearcat[/USER] do that I've adopted is push players (post-"downtime actions") towards each doing a gather-info roll + fiction to inform objectives for the next score, or longer term goals. Then, once you're working towards an engagement roll & "in the score", gather info is basically PBTA "Read a Sitch/Person" type clarifying stuff if you want to leave it up to a fortune roll vs saying there's a risk/threat associated. Lots of great references on the BITD subreddit as well. [/QUOTE]
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