Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Constellation of Complications
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8382786" data-attributes="member: 16814"><p>Yup, sure thing. This isn't directly solving the problem, but is more of a setup to help address the problem. You still have to deal with the desperate situation, but maybe now you have greater effect or scale or what-have-you. This can definitely turn a Desperate/Limited situation where the threat is coming at you and all you have is whatever is at hand to Desperate/Standard or even Desperate/Great, depending on how the setup works. This is 100% kosher. I was speaking to resolving the actual problem via flashback -- that's going to be constrained by how the problem gets established in the fiction. If it's hard to deal with now, it was hard to deal with then, or we wouldn't be here now. That kind of thing.</p><p></p><p>Yup, this is exactly what I'm talking about. </p><p></p><p>Interesting. No, it doesn't preclude it, but then we're back to talking about the costs of this -- if everyone in your crew thinks this is hard enough for a complicated plan, then the flashback has to also be a complicated plan and so costly. Half a score's worth of plan (well, the idea there was a plan) seems really costly to me. I see where you're coming from, but remember that there's a lot of stuff happening "off camera" that is still part of the fiction -- we're just discovering it now. Part of that is the shared understanding that everyone was in on the planning. So, a lot of "planning" went into your character's part and goal at some point. We don't bother with this on stage, but this, to me, adds to the complexity and challenge of a flashback that says you lied to everyone and had a different plan set up. I absolutely see the motivation, though. At least tell me you got XP for vice, right?</p><p></p><p>Oh. Well. That's really going to take a lot of the heat off, and make sure that you can do things like overindulge vice because you have the DTAs to do that. I've spent 2 DTA on vice exactly once in our game. I usually spend all of my coin on extra DTAs. We have a coin machine running now that usually nets us an extra 3-4 coin every downtime, and we, being ambitious, usually aim for getting paid well on scores, so we'll usually bring in around 8 coin per score for 3 PCs and we're almost always broke due to extra DTAs, which mostly keep the lid on the pot, so to speak. Heck, I have a playbook ability that gets me 2 stash per downtime and I've used that often enough by burning 2 stash for 1 coin to get a critical extra DTA. This aspect of the game is crucial for putting in the screws and establishing extra fiction that helps constrain lots of things.</p><p></p><p>Right now, our current clocks are below. The ones in blue are currently on pause, but still there.</p><p></p><p><span style="color: rgb(84, 172, 210)">The Lost</span> -- Restraint vs Fervor -- racing 4 tick clocks -- the Lost are a small but fanatical group that fight for the rights of the downtrodden. They'll demonstrate and organize but also firebomb and riot, depending on who's voices are being heard. Right now, they're having an internal fight to see if the violent side violates the Truce in Coalridge. -- currently on pause due to crew actions, will restart in a loop or two.</p><p></p><p><span style="color: rgb(84, 172, 210)">The Lost vs Master Slaine</span> -- racing 8 tick clocks -- Master Slaine was called in by management after they lost ground to the Unions on the labor dispute in Coalridge. He's a legendarily brutal foreman, and is here to make sure that the Unions get back to work. He is opposed by the Lost, and a brutal alleyway tussle and public opinion battle is underway. -- currently on pause due to the Truce.</p><p></p><p>Harker Recovers -- 6 clock 2/6 -- after Mister's (my PC) botch attempt to assassinate Harker, Harker escaped from Ironhook prison and is lying low, recovering from his wounds and gathering allies to pursue his revenge against Mister. If this clock completes, Harker will tier back up to 2W (currently 1S).</p><p></p><p>Spirit Wardens vs Geier Vampire Cult -- racing 4 clocks -- each completed clock tiers the opponent down -- The Spirit Wardens are at war with the Geier Vampire Cult. The crew uncovered the cult and dealt an opening blow but the Wardens have claimed the fight as their own. While the war continues, the Truce is in effect -- all major gangs in the city have pledged to keep violence down under threat of the Wardens and the Ministry becoming keenly interested. The gangs can collectively deal with this easily, but not individually, so each is keeping the Truce.</p><p></p><p>Deathland Scavenger Pardons -- 6 tick clock -- MUST be addressed every downtime or lose faction with DS. This is one of the results of our negotiation with the DS to gain access to the ancient deathlands gate. We're working as their agents in the city to gain pardons or papers for various members of the group so they can more easily move through Duskvol to sell their found artifacts. </p><p></p><p>Lure Darmot on the Train -- 6 clock -- Risk (our Lurk) wants to maneuver Inspector Darmot, a retired bluecoat with lots of friends, onto a train to another city so we can push him out. This is because Darmot is blackmailing Risk.</p><p></p><p><span style="color: rgb(84, 172, 210)">Red Sashes vs Lampblacks</span> -- racing 8 clocks -- whoever completed first downtiers the other and wins the war. The RS and the LB are at war after the LBs shot down Enzio of the RS in duel. This has Crow's Foot in an uproar. -- on pause due to the Truce</p><p></p><p>Enzio's Revenge -- 4 clock - if filled, Enzio Harm 3 on Mister. Mister has picked up a ghostly possession by the shade of Enzio, who demands Mister avenge him against his killers. If this clock fills, Enzio will harm Mister greatly.</p><p></p><p>Lure Enzio's Killers -- 4 clock 2/4 -- Mister is working a plan to lure Enzio's killers to a place where we can eliminate them and then get them out of the city before they become a problem, thereby keeping the Truce (no ghosts, no problem for the Spirit Wardens).</p><p></p><p>1st Word Cult Attacks the Red Sashses -- 8 clock, 4/8 -- on our raid of the 1st Word, we may have left evidence behind pointing toward the Sashes as possible perpetrators. Oops. Now the 1st Word is attacking the Sashes.</p><p></p><p>1st Word Plague in Nightmarket vs Stop the Spread -- racing 8 vs 6 clocks -- after being raided, the 1st Word has launched their plan to spread the word, causing a supernatural plague of tongues in Nightmarket. It's small now, but will grow if not dealt with, giving the 1st Word quite a bit of power in the process.</p><p></p><p>And that's our current deal. It's a bit full right now, but we've been busy getting new problems while some old problems are on hold due to the Truce. And, right now, we're trying to determine if the Truce is still helping us or if we'd be better off without it. The Truce was the Warden's push, but our crew helped get it in place, negotiating with some of the gangs that were on the fence. There's still fallout from that waiting to hit (we owe a favor to both the Lampblacks and the Red Sashes). The terms of the Truce are no creation of more ghosts in the city through violence, which is effectively a ban on killing. If not treated, a person that dies creates a ghost in Duskvol. The Wardens usually deal with this, but they have their hands full with a powerful vampire cult and taking the extra work off their hands helps, well, everyone. As bad as the Ministry can be, vampires in charge would be worse. So, the Truce. Luckily, we are well placed to offer convenient services to move the recently deceased out of the city before they become ghostly. Like I said, the crew reps are Ambitious and Daring. Also Haunted, but that one doesn't apply.</p><p></p><p></p><p></p><p>Wasn't exactly my goal, but glad to hear it! And, yes, I absolutely see how your view of the game can be obtained. It's not exactly clear that you have to press hard as a GM on all facets of the game for it to work well. Let off on one or two places and you do end up with a game where there doesn't feel like there's a lot of pressure on the fiction and therefore constraint by it.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8382786, member: 16814"] Yup, sure thing. This isn't directly solving the problem, but is more of a setup to help address the problem. You still have to deal with the desperate situation, but maybe now you have greater effect or scale or what-have-you. This can definitely turn a Desperate/Limited situation where the threat is coming at you and all you have is whatever is at hand to Desperate/Standard or even Desperate/Great, depending on how the setup works. This is 100% kosher. I was speaking to resolving the actual problem via flashback -- that's going to be constrained by how the problem gets established in the fiction. If it's hard to deal with now, it was hard to deal with then, or we wouldn't be here now. That kind of thing. Yup, this is exactly what I'm talking about. Interesting. No, it doesn't preclude it, but then we're back to talking about the costs of this -- if everyone in your crew thinks this is hard enough for a complicated plan, then the flashback has to also be a complicated plan and so costly. Half a score's worth of plan (well, the idea there was a plan) seems really costly to me. I see where you're coming from, but remember that there's a lot of stuff happening "off camera" that is still part of the fiction -- we're just discovering it now. Part of that is the shared understanding that everyone was in on the planning. So, a lot of "planning" went into your character's part and goal at some point. We don't bother with this on stage, but this, to me, adds to the complexity and challenge of a flashback that says you lied to everyone and had a different plan set up. I absolutely see the motivation, though. At least tell me you got XP for vice, right? Oh. Well. That's really going to take a lot of the heat off, and make sure that you can do things like overindulge vice because you have the DTAs to do that. I've spent 2 DTA on vice exactly once in our game. I usually spend all of my coin on extra DTAs. We have a coin machine running now that usually nets us an extra 3-4 coin every downtime, and we, being ambitious, usually aim for getting paid well on scores, so we'll usually bring in around 8 coin per score for 3 PCs and we're almost always broke due to extra DTAs, which mostly keep the lid on the pot, so to speak. Heck, I have a playbook ability that gets me 2 stash per downtime and I've used that often enough by burning 2 stash for 1 coin to get a critical extra DTA. This aspect of the game is crucial for putting in the screws and establishing extra fiction that helps constrain lots of things. Right now, our current clocks are below. The ones in blue are currently on pause, but still there. [COLOR=rgb(84, 172, 210)]The Lost[/COLOR] -- Restraint vs Fervor -- racing 4 tick clocks -- the Lost are a small but fanatical group that fight for the rights of the downtrodden. They'll demonstrate and organize but also firebomb and riot, depending on who's voices are being heard. Right now, they're having an internal fight to see if the violent side violates the Truce in Coalridge. -- currently on pause due to crew actions, will restart in a loop or two. [COLOR=rgb(84, 172, 210)]The Lost vs Master Slaine[/COLOR] -- racing 8 tick clocks -- Master Slaine was called in by management after they lost ground to the Unions on the labor dispute in Coalridge. He's a legendarily brutal foreman, and is here to make sure that the Unions get back to work. He is opposed by the Lost, and a brutal alleyway tussle and public opinion battle is underway. -- currently on pause due to the Truce. Harker Recovers -- 6 clock 2/6 -- after Mister's (my PC) botch attempt to assassinate Harker, Harker escaped from Ironhook prison and is lying low, recovering from his wounds and gathering allies to pursue his revenge against Mister. If this clock completes, Harker will tier back up to 2W (currently 1S). Spirit Wardens vs Geier Vampire Cult -- racing 4 clocks -- each completed clock tiers the opponent down -- The Spirit Wardens are at war with the Geier Vampire Cult. The crew uncovered the cult and dealt an opening blow but the Wardens have claimed the fight as their own. While the war continues, the Truce is in effect -- all major gangs in the city have pledged to keep violence down under threat of the Wardens and the Ministry becoming keenly interested. The gangs can collectively deal with this easily, but not individually, so each is keeping the Truce. Deathland Scavenger Pardons -- 6 tick clock -- MUST be addressed every downtime or lose faction with DS. This is one of the results of our negotiation with the DS to gain access to the ancient deathlands gate. We're working as their agents in the city to gain pardons or papers for various members of the group so they can more easily move through Duskvol to sell their found artifacts. Lure Darmot on the Train -- 6 clock -- Risk (our Lurk) wants to maneuver Inspector Darmot, a retired bluecoat with lots of friends, onto a train to another city so we can push him out. This is because Darmot is blackmailing Risk. [COLOR=rgb(84, 172, 210)]Red Sashes vs Lampblacks[/COLOR] -- racing 8 clocks -- whoever completed first downtiers the other and wins the war. The RS and the LB are at war after the LBs shot down Enzio of the RS in duel. This has Crow's Foot in an uproar. -- on pause due to the Truce Enzio's Revenge -- 4 clock - if filled, Enzio Harm 3 on Mister. Mister has picked up a ghostly possession by the shade of Enzio, who demands Mister avenge him against his killers. If this clock fills, Enzio will harm Mister greatly. Lure Enzio's Killers -- 4 clock 2/4 -- Mister is working a plan to lure Enzio's killers to a place where we can eliminate them and then get them out of the city before they become a problem, thereby keeping the Truce (no ghosts, no problem for the Spirit Wardens). 1st Word Cult Attacks the Red Sashses -- 8 clock, 4/8 -- on our raid of the 1st Word, we may have left evidence behind pointing toward the Sashes as possible perpetrators. Oops. Now the 1st Word is attacking the Sashes. 1st Word Plague in Nightmarket vs Stop the Spread -- racing 8 vs 6 clocks -- after being raided, the 1st Word has launched their plan to spread the word, causing a supernatural plague of tongues in Nightmarket. It's small now, but will grow if not dealt with, giving the 1st Word quite a bit of power in the process. And that's our current deal. It's a bit full right now, but we've been busy getting new problems while some old problems are on hold due to the Truce. And, right now, we're trying to determine if the Truce is still helping us or if we'd be better off without it. The Truce was the Warden's push, but our crew helped get it in place, negotiating with some of the gangs that were on the fence. There's still fallout from that waiting to hit (we owe a favor to both the Lampblacks and the Red Sashes). The terms of the Truce are no creation of more ghosts in the city through violence, which is effectively a ban on killing. If not treated, a person that dies creates a ghost in Duskvol. The Wardens usually deal with this, but they have their hands full with a powerful vampire cult and taking the extra work off their hands helps, well, everyone. As bad as the Ministry can be, vampires in charge would be worse. So, the Truce. Luckily, we are well placed to offer convenient services to move the recently deceased out of the city before they become ghostly. Like I said, the crew reps are Ambitious and Daring. Also Haunted, but that one doesn't apply. Wasn't exactly my goal, but glad to hear it! And, yes, I absolutely see how your view of the game can be obtained. It's not exactly clear that you have to press hard as a GM on all facets of the game for it to work well. Let off on one or two places and you do end up with a game where there doesn't feel like there's a lot of pressure on the fiction and therefore constraint by it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Constellation of Complications
Top