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Grade the Forged in the Dark System
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<blockquote data-quote="MintRabbit" data-source="post: 9356559" data-attributes="member: 7044790"><p>The partial success was certainly a bit of a shock to some of my players, although I think that's partially because the tone of the game we were playing was drastically different from the tone of a different game we'd played prior. I've also GM-ed a Forged in the Dark game where a player's feedback involved surprise that he <em>hadn't</em> had that many bad things happen to him at all.</p><p></p><p>Core Blades is about scrambling to the top of a crab bucket in a city that at best doesn't care about you and at worst wants you dead. Your chances of increasing your dice pool are therefore very limited, so you're more likely going to get a partial success. </p><p></p><p>Other games, like Slugblaster, ECB, or Moth-Light, have ways of tweaking the game so that you have a generally higher dice pool, which means that a flat (or critical) success is more likely. This makes sense if you're playing a game about hoverboarding teenagers, powerful government agents, or hopeful pilgrims on their way to a new world.</p><p></p><p>And damn, you're right about the Clocks. Sometimes there isn't a lot of guidance into when they should be ticked and how many ticks they should get. I think that what I really like about External Containment Bureau is how it incorporates the Mystery Clock from a number of mystery games like Brindlewood Bay, because it not only makes it easier to define how many slices you fill, it also gives you prompts about how to make the situation more complicated as time runs out. That being said, it still leaves room for personal judgment, so it doesn't strictly say "always tick the clock when..."</p><p></p><p>I personally tick the clock whenever a player got a partial success and there aren't any more exciting immediate consequences to inflict on them. That way I can telegraph that danger is approaching, and give the players an idea of what kind of naughty word will hit the fan if they don't act.</p></blockquote><p></p>
[QUOTE="MintRabbit, post: 9356559, member: 7044790"] The partial success was certainly a bit of a shock to some of my players, although I think that's partially because the tone of the game we were playing was drastically different from the tone of a different game we'd played prior. I've also GM-ed a Forged in the Dark game where a player's feedback involved surprise that he [I]hadn't[/I] had that many bad things happen to him at all. Core Blades is about scrambling to the top of a crab bucket in a city that at best doesn't care about you and at worst wants you dead. Your chances of increasing your dice pool are therefore very limited, so you're more likely going to get a partial success. Other games, like Slugblaster, ECB, or Moth-Light, have ways of tweaking the game so that you have a generally higher dice pool, which means that a flat (or critical) success is more likely. This makes sense if you're playing a game about hoverboarding teenagers, powerful government agents, or hopeful pilgrims on their way to a new world. And damn, you're right about the Clocks. Sometimes there isn't a lot of guidance into when they should be ticked and how many ticks they should get. I think that what I really like about External Containment Bureau is how it incorporates the Mystery Clock from a number of mystery games like Brindlewood Bay, because it not only makes it easier to define how many slices you fill, it also gives you prompts about how to make the situation more complicated as time runs out. That being said, it still leaves room for personal judgment, so it doesn't strictly say "always tick the clock when..." I personally tick the clock whenever a player got a partial success and there aren't any more exciting immediate consequences to inflict on them. That way I can telegraph that danger is approaching, and give the players an idea of what kind of naughty word will hit the fan if they don't act. [/QUOTE]
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