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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8256157" data-attributes="member: 6696971"><p><strong>LOADOUT, FLASHBACKS, AND DEVIL'S BARGAINS </strong></p><p></p><p>Brain is sorting through some of this right now so I wanted to get these thoughts down in this thread.</p><p></p><p>One big thought I'm having right now is a deviation from standard FitD Heist ethos and this game:</p><p></p><p><em>This game is only going to be an Act Now, Plan Later in part. Loadout will not be that part.</em></p><p><em></em></p><p><em></em></p><p>So when it comes to <strong>Loadout</strong>, I'm thinking you will still select Light, Normal, Heavy, Encumbered. However...unlike Blades, you will tick your boxes before the Adventure phase (and before Journey phase if your Adventure will be in the wild). This is a pretty different orientation to play from Blades, but (a) it is necessary for this sort of game and (b) you will be able to make limited amendments to Loadout selection (include a new item if it keeps you within your Load limits or, if it takes you over your present Load limits, untick a box for a piece of gear that hasn't come into play and retick another box of same Load or less) during the action Adventure/Journey phase via <strong>Flashback</strong>.</p><p></p><p>Quick example of what I'm imagining:</p><p></p><p>Bob the Fighter is heading out with his Company on an Adventure in the wild to Slay the Chimera that is laired in the valley a day from the Town. Because he is a Fighter, his Load is better than others'; 1-7 = Light, 8-9 = Normal, 10 = Heavy. He's bringing:</p><p></p><p>Scale Armor - 3 (Load)</p><p>Heavy Weapon - 2 Load</p><p>Hand Weapon - 1 Load</p><p>Camp Supplies (3 boxes) - 1 Load</p><p>Rations (4 boxes) - 0 Load</p><p>Adventuring Gear (3 boxes) - 1 Load</p><p>Healing Potion (1 box) - 0 Load</p><p></p><p>He's at 8, so that puts him at Normal with 1 Load to spare to keep him there. So, should a situation call for it, Bob's player can use a Flashback to say he packed Throwing Knives (3 Ammo boxes) or a Lantern (2 Use boxes) as each are Load 1. He wouldn't have to untick any boxes for that. </p><p></p><p>Further, Flashbacks could be used in combat as a "self" Setup move whereby you either improve your Position or Effect (always requiring an Action Roll and cost either 0 Stress if enemy is lower Tier, +1 Stress if enemy is same Tier, +2 Stress if above Tier). Outside of that, Flashbacks would have their same typical use (eg changing the situation on a Score in Town because of a setup prior).</p><p></p><p><strong></strong></p><p><strong>Devils Bargain</strong></p><p></p><p>I'm thinking of making this tied to playbook. Each playbook has 3 thematic choices of the players devising that they can choose to complicate their lives with (eg a Paladin might have <em>Crisis of Faith</em> + <em>Needs of the Many vs the Needs of the Few</em> + <em>The Priest Tends to the Spirit...I Cut Out the Infection that Kills the Body</em>). If they want a Devil's Bargain, the player announces it to the table, picks a thematic complication from the menu and the GM or another player proposes a Bargain in kind that addresses the present situation.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8256157, member: 6696971"] [B]LOADOUT, FLASHBACKS, AND DEVIL'S BARGAINS [/B] Brain is sorting through some of this right now so I wanted to get these thoughts down in this thread. One big thought I'm having right now is a deviation from standard FitD Heist ethos and this game: [I]This game is only going to be an Act Now, Plan Later in part. Loadout will not be that part. [/I] So when it comes to [B]Loadout[/B], I'm thinking you will still select Light, Normal, Heavy, Encumbered. However...unlike Blades, you will tick your boxes before the Adventure phase (and before Journey phase if your Adventure will be in the wild). This is a pretty different orientation to play from Blades, but (a) it is necessary for this sort of game and (b) you will be able to make limited amendments to Loadout selection (include a new item if it keeps you within your Load limits or, if it takes you over your present Load limits, untick a box for a piece of gear that hasn't come into play and retick another box of same Load or less) during the action Adventure/Journey phase via [B]Flashback[/B]. Quick example of what I'm imagining: Bob the Fighter is heading out with his Company on an Adventure in the wild to Slay the Chimera that is laired in the valley a day from the Town. Because he is a Fighter, his Load is better than others'; 1-7 = Light, 8-9 = Normal, 10 = Heavy. He's bringing: Scale Armor - 3 (Load) Heavy Weapon - 2 Load Hand Weapon - 1 Load Camp Supplies (3 boxes) - 1 Load Rations (4 boxes) - 0 Load Adventuring Gear (3 boxes) - 1 Load Healing Potion (1 box) - 0 Load He's at 8, so that puts him at Normal with 1 Load to spare to keep him there. So, should a situation call for it, Bob's player can use a Flashback to say he packed Throwing Knives (3 Ammo boxes) or a Lantern (2 Use boxes) as each are Load 1. He wouldn't have to untick any boxes for that. Further, Flashbacks could be used in combat as a "self" Setup move whereby you either improve your Position or Effect (always requiring an Action Roll and cost either 0 Stress if enemy is lower Tier, +1 Stress if enemy is same Tier, +2 Stress if above Tier). Outside of that, Flashbacks would have their same typical use (eg changing the situation on a Score in Town because of a setup prior). [B] Devils Bargain[/B] I'm thinking of making this tied to playbook. Each playbook has 3 thematic choices of the players devising that they can choose to complicate their lives with (eg a Paladin might have [I]Crisis of Faith[/I] + [I]Needs of the Many vs the Needs of the Few[/I] + [I]The Priest Tends to the Spirit...I Cut Out the Infection that Kills the Body[/I]). If they want a Devil's Bargain, the player announces it to the table, picks a thematic complication from the menu and the GM or another player proposes a Bargain in kind that addresses the present situation. [/QUOTE]
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