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Any Forged in the Dark tips and pointers for an upcoming campaign?
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<blockquote data-quote="Manbearcat" data-source="post: 9568737" data-attributes="member: 6696971"><p>[USER=85870]@innerdude[/USER] , alright, just a few focused thoughts for you:</p><p></p><p>* Make sure that <strong><em>the players have a very open, very focused meta-conversation about what Errand they're interested in tackling for the evening.</em></strong> If handling this in character makes it obtuse and bogs play, then just no. Handle it in meta-chat and then let that focus follow-through to Info Gathering where scenes framed will build out the dynamics of that coming Errand; Plan, Detail, target, Payoff, etc.</p><p></p><p>They, and you, need to look at this like collectively generating a Kicker which will infuse subsequent play with opening conditions, meaning, and possible trajectories</p><p></p><p>* <strong><em>Introduce Lady's Favors</em></strong> (Devil's Bargain equivalents for those following along) <strong><em>as often as possible</em></strong>. Use them to threaten people (Contact, Friend, Paramour) and stuff the PC(s) care about offscreen. Use them to start a problem with a Setting of Faction Clock offscreen and outside of the current Errand. Use them to introduce a Rival into the Errand.</p><p></p><p>* <strong><em>Don't neglect your Downtime Action responsibilities with Setting and Faction. Be both provocative in the fiction</em></strong> that they should generate, but simultaneously (as importantly), <strong><em>generate a compelling game layer for players to engage with</em></strong>. There should be meaty decision-points to mull and either act upon or pass. The choice to interfere with or ignore Faction Clocks needs to be a hearty component of play which will generate compelling fictional trajectories and strategic throughline.</p><p></p><p>* <strong><em>Use your Risky and Desperate Consequences to introduce multiple situation-state and gamestate changes that players can choose to Resist down or roll with</em></strong>. Desperate turns into 1 x Risky Consequence (Resist down to Controlled) and 1 x Controlled Consequence or 3 x Controlled Consequences while Risky turns into 2 x Controlled Consequences. Don't use this all the time, but sprinkle it in enough to present a layered, complex, provocative decision-point when you can come up with a pair of good ones that observe your principles.</p><p></p><p>[HR][/HR]</p><p></p><p>That is it from me. Enjoy your game and report back!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9568737, member: 6696971"] [USER=85870]@innerdude[/USER] , alright, just a few focused thoughts for you: * Make sure that [B][I]the players have a very open, very focused meta-conversation about what Errand they're interested in tackling for the evening.[/I][/B] If handling this in character makes it obtuse and bogs play, then just no. Handle it in meta-chat and then let that focus follow-through to Info Gathering where scenes framed will build out the dynamics of that coming Errand; Plan, Detail, target, Payoff, etc. They, and you, need to look at this like collectively generating a Kicker which will infuse subsequent play with opening conditions, meaning, and possible trajectories * [B][I]Introduce Lady's Favors[/I][/B] (Devil's Bargain equivalents for those following along) [B][I]as often as possible[/I][/B]. Use them to threaten people (Contact, Friend, Paramour) and stuff the PC(s) care about offscreen. Use them to start a problem with a Setting of Faction Clock offscreen and outside of the current Errand. Use them to introduce a Rival into the Errand. * [B][I]Don't neglect your Downtime Action responsibilities with Setting and Faction. Be both provocative in the fiction[/I][/B] that they should generate, but simultaneously (as importantly), [B][I]generate a compelling game layer for players to engage with[/I][/B]. There should be meaty decision-points to mull and either act upon or pass. The choice to interfere with or ignore Faction Clocks needs to be a hearty component of play which will generate compelling fictional trajectories and strategic throughline. * [B][I]Use your Risky and Desperate Consequences to introduce multiple situation-state and gamestate changes that players can choose to Resist down or roll with[/I][/B]. Desperate turns into 1 x Risky Consequence (Resist down to Controlled) and 1 x Controlled Consequence or 3 x Controlled Consequences while Risky turns into 2 x Controlled Consequences. Don't use this all the time, but sprinkle it in enough to present a layered, complex, provocative decision-point when you can come up with a pair of good ones that observe your principles. [HR][/HR] That is it from me. Enjoy your game and report back! [/QUOTE]
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