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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8257595" data-attributes="member: 6696971"><p>My last iteration is something kindred with what you have here. What did you think about it?</p><p></p><p></p><p></p><p>So, this would be an alternative to the model I presented above. </p><p></p><p>Going with something like this might be systemitized where (a) Folklore and Legend are on the same 12 point gauge and (b) Folklore fills from left to right and Legend the opposite. (c) Legend basically blocks you from Tiering up because of that so the Company has to spend Legend to have proportionately (more Legend spent at any one time = higher Magnitude event or Tier threat) dangerous event/threat manifest either against them directly or against a Friend/Ally or Positive Faction. These (d) "Doom Adventures" wouldn't give Coin or Folklore as Payoff. They would remove Legend in proportion to the Adventure (= to what Coin would have been).</p><p></p><p>This (i) would give the players more control of the firehose of adversity that Doom is (when and to what degree it manifests) and (ii) incentivize them to manage it so they can Tier up.</p><p></p><p>It needs to be punitive though and I don't want it to be formulaic in the management (eg its always strategically best to alternate between a chosen Adventure and a "Doom Adventure")</p><p></p><p>Thoughts? You think that is better/worse/just different than my conception a few posts above?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8257595, member: 6696971"] My last iteration is something kindred with what you have here. What did you think about it? So, this would be an alternative to the model I presented above. Going with something like this might be systemitized where (a) Folklore and Legend are on the same 12 point gauge and (b) Folklore fills from left to right and Legend the opposite. (c) Legend basically blocks you from Tiering up because of that so the Company has to spend Legend to have proportionately (more Legend spent at any one time = higher Magnitude event or Tier threat) dangerous event/threat manifest either against them directly or against a Friend/Ally or Positive Faction. These (d) "Doom Adventures" wouldn't give Coin or Folklore as Payoff. They would remove Legend in proportion to the Adventure (= to what Coin would have been). This (i) would give the players more control of the firehose of adversity that Doom is (when and to what degree it manifests) and (ii) incentivize them to manage it so they can Tier up. It needs to be punitive though and I don't want it to be formulaic in the management (eg its always strategically best to alternate between a chosen Adventure and a "Doom Adventure") Thoughts? You think that is better/worse/just different than my conception a few posts above? [/QUOTE]
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