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Constellation of Complications
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<blockquote data-quote="kenada" data-source="post: 8382522" data-attributes="member: 70468"><p>It’s possible the GM wasn’t pushing things as hard as he could be. He mentioned early in the campaign that his other group hadn’t used taken a Devil’s Bargain. We’ve used them several times, and I tend to push things fairly hard as a player. However, I’m a bit confused about the costs you’ve discussed.</p><p></p><p>You mention a few times tying the cost to the effect they have on the score. As I understand it, the way Scum and Villainy (and <a href="https://bladesinthedark.com/planning-engagement#flashbacks" target="_blank">BitD</a>) describe flashbacks is that their cost is based on what you did. If a major component or desperate threat can be addressed with just an unlikely opportunity, then I’d expect it to cost only 1 stress regardless of the effect it had.</p><p></p><p>From what I recall, our flashbacks usually cost about two stress. We have had some single stress ones, but I don’t think we have had any (if more than one) that cost no stress. We don’t use them a lot, and we had one session where we didn’t use any, but there are usually different people involved. Just because I had the idea doesn’t mean I’m the one taking the action. I might suggest a flashback that someone else would actually do, and then they take the action and resolve it.</p><p></p><p>For example, you mention that the acolytes couldn’t be the subject of a flashback due to the prior scene, but I don’t agree. Someone just needs to flashback before that. Perhaps one of the other members of your crew slipped them something “fun” ahead of time, and it just so happens that it’s useful for dealing with those hymnals. It’s like the example in the book where you couldn’t assassinate the inspector, but you can subvert the reason why they’re there.</p><p></p><p>It may be that there is an element of how hard the GM pushes, but I think there could also be an element of how hard the players push. I tend to play hard, and I’m very comfortable improvising, so I feel not entirely but mostly unconstrained. That means things can get crazy sometimes, and that can definitely have consequences, which is the “superstructure” stuff.</p><p></p><p>And as far as assuming we will get our ship back, I look at that as a consequence of the job-based structure. We have a score, and the session is about how that plays out. Yes, it is possible we could actually fail. We could give up on the job. I don’t intend to give up on our ship (though since I will be playing a new character while my other one is out of action due to overindulging his vice, who knows), so it’s just a matter how much trouble we make for ourselves.</p></blockquote><p></p>
[QUOTE="kenada, post: 8382522, member: 70468"] It’s possible the GM wasn’t pushing things as hard as he could be. He mentioned early in the campaign that his other group hadn’t used taken a Devil’s Bargain. We’ve used them several times, and I tend to push things fairly hard as a player. However, I’m a bit confused about the costs you’ve discussed. You mention a few times tying the cost to the effect they have on the score. As I understand it, the way Scum and Villainy (and [URL='https://bladesinthedark.com/planning-engagement#flashbacks']BitD[/URL]) describe flashbacks is that their cost is based on what you did. If a major component or desperate threat can be addressed with just an unlikely opportunity, then I’d expect it to cost only 1 stress regardless of the effect it had. From what I recall, our flashbacks usually cost about two stress. We have had some single stress ones, but I don’t think we have had any (if more than one) that cost no stress. We don’t use them a lot, and we had one session where we didn’t use any, but there are usually different people involved. Just because I had the idea doesn’t mean I’m the one taking the action. I might suggest a flashback that someone else would actually do, and then they take the action and resolve it. For example, you mention that the acolytes couldn’t be the subject of a flashback due to the prior scene, but I don’t agree. Someone just needs to flashback before that. Perhaps one of the other members of your crew slipped them something “fun” ahead of time, and it just so happens that it’s useful for dealing with those hymnals. It’s like the example in the book where you couldn’t assassinate the inspector, but you can subvert the reason why they’re there. It may be that there is an element of how hard the GM pushes, but I think there could also be an element of how hard the players push. I tend to play hard, and I’m very comfortable improvising, so I feel not entirely but mostly unconstrained. That means things can get crazy sometimes, and that can definitely have consequences, which is the “superstructure” stuff. And as far as assuming we will get our ship back, I look at that as a consequence of the job-based structure. We have a score, and the session is about how that plays out. Yes, it is possible we could actually fail. We could give up on the job. I don’t intend to give up on our ship (though since I will be playing a new character while my other one is out of action due to overindulging his vice, who knows), so it’s just a matter how much trouble we make for ourselves. [/QUOTE]
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