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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="N01H3r3" data-source="post: 6726920" data-attributes="member: 6799909"><p>To clarify, the dynamic between Momentum and Threat will be shifting - partly to emphasise Momentum more, and partly to give Threat a clearer place in the whole thing. However, that doesn't mean we're getting rid of Threat or changing its purpose - it's a rearrangement, rather than starting from scratch.</p><p></p><p>At the current stage, more universal options are being given for Momentum. Principally, these are the ability to buy (in advance) bonus d20s for your tests and those of your allies (there are limits), to boost the difficulty of tests made against you, and to ask questions of the GM about the situation that the GM must answer truthfully. In essence, those represent a character creating opportunities for himself or others, creating obstacles/impediments for his enemies, and simply observing or discerning more about what's going on, respectively - all things that make sense for characters to do. </p><p></p><p>Paying Threat to the GM, in turn, lets you do basically all those things, but instantaneously, on the fly, and without drawing from a resource that takes effort and a degree of planning to manifest (Momentum). However, it comes at a later cost - the GM has more Threat to use against the group - so it quite nicely represents actions which are reckless or heedless of cost.</p><p></p><p>Intelligent use of Momentum lets a group of characters move from triumph to triumph - their successes build upon one another, and individual characters can capitalise on one another's successes. Use of Threat can get a group out of a sticky situation, but it'll come back to bite them later. It builds an internal dichotomy of coordination and opportunism, and creates a situation where player characters have to tread a fine line between preparation (Momentum) and risk (Threat), because neither one alone can do the job completely. At that point, calculated risks become important - knowing how much of a risk to take (how much Threat to pay) in order to get that initial edge and generate some extra Momentum.</p><p></p><p>In turn, the GM can spend the Threat in basically all the same ways as players can - bonus dice, more difficult tests, etc. Similarly, the GM can generate Threat independently, because it serves as the GM's Momentum pool as well (the GM doesn't have a separate store of Momentum, but can turn surplus Momentum into Threat, much as players can save surplus Momentum).</p></blockquote><p></p>
[QUOTE="N01H3r3, post: 6726920, member: 6799909"] To clarify, the dynamic between Momentum and Threat will be shifting - partly to emphasise Momentum more, and partly to give Threat a clearer place in the whole thing. However, that doesn't mean we're getting rid of Threat or changing its purpose - it's a rearrangement, rather than starting from scratch. At the current stage, more universal options are being given for Momentum. Principally, these are the ability to buy (in advance) bonus d20s for your tests and those of your allies (there are limits), to boost the difficulty of tests made against you, and to ask questions of the GM about the situation that the GM must answer truthfully. In essence, those represent a character creating opportunities for himself or others, creating obstacles/impediments for his enemies, and simply observing or discerning more about what's going on, respectively - all things that make sense for characters to do. Paying Threat to the GM, in turn, lets you do basically all those things, but instantaneously, on the fly, and without drawing from a resource that takes effort and a degree of planning to manifest (Momentum). However, it comes at a later cost - the GM has more Threat to use against the group - so it quite nicely represents actions which are reckless or heedless of cost. Intelligent use of Momentum lets a group of characters move from triumph to triumph - their successes build upon one another, and individual characters can capitalise on one another's successes. Use of Threat can get a group out of a sticky situation, but it'll come back to bite them later. It builds an internal dichotomy of coordination and opportunism, and creates a situation where player characters have to tread a fine line between preparation (Momentum) and risk (Threat), because neither one alone can do the job completely. At that point, calculated risks become important - knowing how much of a risk to take (how much Threat to pay) in order to get that initial edge and generate some extra Momentum. In turn, the GM can spend the Threat in basically all the same ways as players can - bonus dice, more difficult tests, etc. Similarly, the GM can generate Threat independently, because it serves as the GM's Momentum pool as well (the GM doesn't have a separate store of Momentum, but can turn surplus Momentum into Threat, much as players can save surplus Momentum). [/QUOTE]
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