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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="N01H3r3" data-source="post: 6726018" data-attributes="member: 6799909"><p>Sorry about the lack of reply - moving house, lack of internet, and then my laptop breaking down have all contributed to my absence from all things work-related of late.</p><p></p><p>1) Hiding Threat generated is easy enough, so easy that it barely even needs acknowledgement - just put it on the near side of the GM screen.</p><p></p><p>2) Threat generation is currently undergoing some changes internally anyway. The biggest change is that Threat and Momentum are literally two sides of the same coin - you can get most of the same benefits from spending Threat or Momentum, with Threat used more when you don't have any Momentum to spare. This helps cement the two concepts properly - Momentum is planning, teamwork, and taking advantage of success, while Threat ends up more as risk-taking, being reckless, and opportunism.</p><p></p><p>So, in rough terms, you can spend saved Momentum to add d20s to your own or an ally's skill tests, to increase the difficulty of enemy tasks, or to ask questions about the situation that the GM has to answer truthfully (plus a few other common uses, and whatever specific uses a given skill test might have). If you don't have sufficient Momentum left over for what you want, you can make up the shortfall by paying Threat.</p><p></p><p>This should help even out some issues on the metagame side, and help more clearly delineate what Threat is and done.</p><p></p><p>3) That's how I've regarded the issue to begin with - it's a player behaviour matter, so it's not something the rules should try and fix. You resolve issues with player behaviour by talking to players as reasonable adults, rather than trying to build game systems around their shenanigans.</p></blockquote><p></p>
[QUOTE="N01H3r3, post: 6726018, member: 6799909"] Sorry about the lack of reply - moving house, lack of internet, and then my laptop breaking down have all contributed to my absence from all things work-related of late. 1) Hiding Threat generated is easy enough, so easy that it barely even needs acknowledgement - just put it on the near side of the GM screen. 2) Threat generation is currently undergoing some changes internally anyway. The biggest change is that Threat and Momentum are literally two sides of the same coin - you can get most of the same benefits from spending Threat or Momentum, with Threat used more when you don't have any Momentum to spare. This helps cement the two concepts properly - Momentum is planning, teamwork, and taking advantage of success, while Threat ends up more as risk-taking, being reckless, and opportunism. So, in rough terms, you can spend saved Momentum to add d20s to your own or an ally's skill tests, to increase the difficulty of enemy tasks, or to ask questions about the situation that the GM has to answer truthfully (plus a few other common uses, and whatever specific uses a given skill test might have). If you don't have sufficient Momentum left over for what you want, you can make up the shortfall by paying Threat. This should help even out some issues on the metagame side, and help more clearly delineate what Threat is and done. 3) That's how I've regarded the issue to begin with - it's a player behaviour matter, so it's not something the rules should try and fix. You resolve issues with player behaviour by talking to players as reasonable adults, rather than trying to build game systems around their shenanigans. [/QUOTE]
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