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Gotham - Forged in the Dark - Playbook Ideas (+)
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<blockquote data-quote="hawkeyefan" data-source="post: 7988288" data-attributes="member: 6785785"><p>Just a few thoughts on recent comments.</p><p></p><p></p><p></p><p>I think leaving a lot of this to the GM and players to kind of hash out and formalize is probably a good idea, and very in line with the FitD approach. Whether it's through Tags or Profiles or some other mechanic, I think just loosely defining and/or providing some examples to prompt players and GMs to come up with more is a good idea.</p><p></p><p></p><p></p><p>Tension like that seems like a good idea. Just an idea that occurred while reading....maybe place the selfishness of Batman's rogues at the heart of it. Maybe a specific XP Trigger rewards selfish behavior, but the mechanic that clears some stress is one that promotes teamwork. The PC has to decide which of these approaches to take, which reward to pursue. Self versus group.</p><p></p><p></p><p></p><p>These seem like interesting ideas. Maybe allow some customization by giving each playbook a blank XP Trigger that they can choose? Maybe tie this to their origin/personal goals as you mention? </p><p></p><p></p><p></p><p></p><p>Additional stress seems to be a possibility....but may tip too far toward PC strength. It'd probably take a good deal of testing to see how this would work. </p><p></p><p>Additional traumas seems like a less drastic change. Also, thinking about Batman's bad guys, I feel like having each starting with a Trauma already might make sense.</p><p></p><p></p><p></p><p>One thing that comes to mind here is how Blades doesn't differentiate between "powers" and "mundane" abilities. The Whisper can undoubtedly do some super stuff....but it's not really treated as different. So I'd think you could follow the same approach here. Mechanically, there's no need to treat the Joker's acid corsage differently than a punch from Solomon Grundy or a rifle shot from Deadshot or whatever. Narratively, yes they're different, but mechanically they can be the same, unless there's a compelling reason to highlight the difference. </p><p></p><p>I suppose the main difference is one of potential stress cost. I think that anything that would be considered a base attack (as they'd translate to Blades or S&V, at least)....a punch or a stab or a shot.....shouldn't cost stress. But tacking on an effect or an additional die should. So maybe Solomon Grundy has a Skirmish of 3d and that's what he rolls whenever he tries to smash someone with a fist. But he also has the ability "Strength of the Grave" (or some such) which allows him to add dice at the expense of Stress.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7988288, member: 6785785"] Just a few thoughts on recent comments. I think leaving a lot of this to the GM and players to kind of hash out and formalize is probably a good idea, and very in line with the FitD approach. Whether it's through Tags or Profiles or some other mechanic, I think just loosely defining and/or providing some examples to prompt players and GMs to come up with more is a good idea. Tension like that seems like a good idea. Just an idea that occurred while reading....maybe place the selfishness of Batman's rogues at the heart of it. Maybe a specific XP Trigger rewards selfish behavior, but the mechanic that clears some stress is one that promotes teamwork. The PC has to decide which of these approaches to take, which reward to pursue. Self versus group. These seem like interesting ideas. Maybe allow some customization by giving each playbook a blank XP Trigger that they can choose? Maybe tie this to their origin/personal goals as you mention? Additional stress seems to be a possibility....but may tip too far toward PC strength. It'd probably take a good deal of testing to see how this would work. Additional traumas seems like a less drastic change. Also, thinking about Batman's bad guys, I feel like having each starting with a Trauma already might make sense. One thing that comes to mind here is how Blades doesn't differentiate between "powers" and "mundane" abilities. The Whisper can undoubtedly do some super stuff....but it's not really treated as different. So I'd think you could follow the same approach here. Mechanically, there's no need to treat the Joker's acid corsage differently than a punch from Solomon Grundy or a rifle shot from Deadshot or whatever. Narratively, yes they're different, but mechanically they can be the same, unless there's a compelling reason to highlight the difference. I suppose the main difference is one of potential stress cost. I think that anything that would be considered a base attack (as they'd translate to Blades or S&V, at least)....a punch or a stab or a shot.....shouldn't cost stress. But tacking on an effect or an additional die should. So maybe Solomon Grundy has a Skirmish of 3d and that's what he rolls whenever he tries to smash someone with a fist. But he also has the ability "Strength of the Grave" (or some such) which allows him to add dice at the expense of Stress. [/QUOTE]
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