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<blockquote data-quote="SteveC" data-source="post: 9725816" data-attributes="member: 9053"><p>I have no idea where this perspective comes from. Here's what the book says about spending Fear:</p><p></p><p>That sounds pretty clear to me: it's a rough guide that you can take or leave. And, from my experience running and playing the game, I think it's reasonable.</p><p></p><p>The Fear you spend in a scene gives it narrative weight, and also increases the difficulty. Are you sure you want to be spending as much Fear as possible in a scene that isn't that important to the story? Because by doing so, you're making it more important. Maybe that's what you want to do, but pacing and building up tension in the course of a session is a very real (and good!) thing.</p><p></p><p>What I found, and the advice I gave to the GM who ran the campaign I played in with the beta rules, is that you can spend a basic amount of Fear in a scene (and the guildelines in there aren't terrible) but then you can adjust it based on how the characters are doing in comparison to the weight you want to give to the scene. If the group is being wrecked by a minor opponent, go easy with the Fear. If the climax of the adventure is going too fast, spend more. Effectively, it gives you mechanics that you'd have to fudge to get in other circumstances.</p><p></p><p>I don't know if the guidelines they give are accurate or need some more work, but the idea of not spending it all as you get it and damn the consequences ... I'd say that's a good idea.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9725816, member: 9053"] I have no idea where this perspective comes from. Here's what the book says about spending Fear: That sounds pretty clear to me: it's a rough guide that you can take or leave. And, from my experience running and playing the game, I think it's reasonable. The Fear you spend in a scene gives it narrative weight, and also increases the difficulty. Are you sure you want to be spending as much Fear as possible in a scene that isn't that important to the story? Because by doing so, you're making it more important. Maybe that's what you want to do, but pacing and building up tension in the course of a session is a very real (and good!) thing. What I found, and the advice I gave to the GM who ran the campaign I played in with the beta rules, is that you can spend a basic amount of Fear in a scene (and the guildelines in there aren't terrible) but then you can adjust it based on how the characters are doing in comparison to the weight you want to give to the scene. If the group is being wrecked by a minor opponent, go easy with the Fear. If the climax of the adventure is going too fast, spend more. Effectively, it gives you mechanics that you'd have to fudge to get in other circumstances. I don't know if the guidelines they give are accurate or need some more work, but the idea of not spending it all as you get it and damn the consequences ... I'd say that's a good idea. [/QUOTE]
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