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Help me "get" Forged in the Dark.
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<blockquote data-quote="hawkeyefan" data-source="post: 8683589" data-attributes="member: 6785785"><p>Yeah, definitely split them up a lot more than you would compared to other games. Think of the kinds of movies/books/shows that the game is inspired by, and think about how the team is often separated to do different tasks.</p><p></p><p>I think it also helps to keep that kind of fiction in mind regarding rotating amongst the different characters or groups. If you start thinking of it like a TV show or movie, that helps to know when to cut from one group to another.</p><p></p><p>The books use terminology from TV/cinema to describe these things…scenes, seasons, etc… and it’s a good idea to try and carry that through. So while one character is trying to hack open the bunker door, you get the roll result and either cut away, or maybe introduce a consequence and then cut away, moving to another character who’s sneaking aboard the ship or what have you.</p><p></p><p>This can also buy you a little time. If you’re not sure what complication to introduce on a 1-3 for the bunker door, you can cut away to another character. So something like “Okay, it’s Risky position for Standard effect, make your Hack roll. Oof a 3? Okay…we’ll see what happens in a minute. First, let’s jump over to…”</p><p></p><p>This gives you a little time to decide on a complication. It also means you can see what else is going on, which then maybe offers some new ideas on interesting complications.</p><p></p><p>You’ll kind of get the hang of this over time, but I think splitting the group up and rotating around makes a lot of sense for this size of a group. Think about how shows and movies handle these kinds of scenes in layers, jumping from one to another as needed, creating little cliffhangers as they go.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8683589, member: 6785785"] Yeah, definitely split them up a lot more than you would compared to other games. Think of the kinds of movies/books/shows that the game is inspired by, and think about how the team is often separated to do different tasks. I think it also helps to keep that kind of fiction in mind regarding rotating amongst the different characters or groups. If you start thinking of it like a TV show or movie, that helps to know when to cut from one group to another. The books use terminology from TV/cinema to describe these things…scenes, seasons, etc… and it’s a good idea to try and carry that through. So while one character is trying to hack open the bunker door, you get the roll result and either cut away, or maybe introduce a consequence and then cut away, moving to another character who’s sneaking aboard the ship or what have you. This can also buy you a little time. If you’re not sure what complication to introduce on a 1-3 for the bunker door, you can cut away to another character. So something like “Okay, it’s Risky position for Standard effect, make your Hack roll. Oof a 3? Okay…we’ll see what happens in a minute. First, let’s jump over to…” This gives you a little time to decide on a complication. It also means you can see what else is going on, which then maybe offers some new ideas on interesting complications. You’ll kind of get the hang of this over time, but I think splitting the group up and rotating around makes a lot of sense for this size of a group. Think about how shows and movies handle these kinds of scenes in layers, jumping from one to another as needed, creating little cliffhangers as they go. [/QUOTE]
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