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<blockquote data-quote="chaochou" data-source="post: 7176650" data-attributes="member: 99817"><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>And I really don't want to simply <em>decide</em>. 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.</p><p></p><p></p><p></p><p>Well, I'm not buying it but I'd make a counter-offer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>How does that sound?</p></blockquote><p></p>
[QUOTE="chaochou, post: 7176650, member: 99817"] 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. 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 [I]decide[/I]. 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. 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? [/QUOTE]
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