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GM fiat - an illustration
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<blockquote data-quote="zakael19" data-source="post: 9635171" data-attributes="member: 7044099"><p>So Gather Info is a bit broad; on one end there's a set of Questions on each playbook that are both somewhat generic and also have a bit of specific theming (the Cutter gets "who here is the biggest threat," the Whisper gets something about opening to the Ghost Field, etc). Those are largely to help shape the conversation during a score IMO, and as I said echo AW's Clarifying moves (read a Sitch, Read a Person). The other side is like, laying the ground work to get towards the Plan and Detail for a score in service of an overarching goal (new Claims to seize, where the gang boss hides so you can arrange a special delivery a la [USER=6795602]@FrogReaver[/USER] 's mail bombs, whatever). So yes, it's about shaping the fiction in a way that your scoundrel can then better action for improved position/effect; or simply creating the possibility space for a Target.</p><p></p><p>100% correct on the Engagement Roll. It's the specific design intended to bypass all the planning and frame you right into either the first obstacle, things gone bad; things kinda iffy; things going alright; or crap our plan is awesome we're through already (desperate/risky/controlled/crit outcomes).</p><p></p><p>I think your final question is pretty on the mark with how I understand the game. Harper suggests prep not terribly different from Baker's guidance I think - put together a possibility space for the score based on everything you just enumerated and any details about the world/faction/relationships that could complicate things and have them ready as brainstorming. Generally the place where you insert complications is on 1-5 rolls / misses or weak hits.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9635171, member: 7044099"] So Gather Info is a bit broad; on one end there's a set of Questions on each playbook that are both somewhat generic and also have a bit of specific theming (the Cutter gets "who here is the biggest threat," the Whisper gets something about opening to the Ghost Field, etc). Those are largely to help shape the conversation during a score IMO, and as I said echo AW's Clarifying moves (read a Sitch, Read a Person). The other side is like, laying the ground work to get towards the Plan and Detail for a score in service of an overarching goal (new Claims to seize, where the gang boss hides so you can arrange a special delivery a la [USER=6795602]@FrogReaver[/USER] 's mail bombs, whatever). So yes, it's about shaping the fiction in a way that your scoundrel can then better action for improved position/effect; or simply creating the possibility space for a Target. 100% correct on the Engagement Roll. It's the specific design intended to bypass all the planning and frame you right into either the first obstacle, things gone bad; things kinda iffy; things going alright; or crap our plan is awesome we're through already (desperate/risky/controlled/crit outcomes). I think your final question is pretty on the mark with how I understand the game. Harper suggests prep not terribly different from Baker's guidance I think - put together a possibility space for the score based on everything you just enumerated and any details about the world/faction/relationships that could complicate things and have them ready as brainstorming. Generally the place where you insert complications is on 1-5 rolls / misses or weak hits. [/QUOTE]
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