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[Leverage] Questions on how to run it
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<blockquote data-quote="jayoungr" data-source="post: 6996507" data-attributes="member: 6702445"><p>There don't seem to be too many Leverage experts here, but one more try! Some of these questions probably apply to other Cortex systems as well.</p><p></p><p>I've run my second session. Still only a partial success--we're all having fun, but we're definitely still mastering the system and stumbling a bit. I'm trying not to panic about the fact that I've committed myself to run this game at a con at the end of the month!</p><p></p><p>Lesson learned from last time: get to the briefing as fast as possible. I made the mistake of giving my group just the client's contact information and basic situation, assuming they'd get in touch with him and find out who the mark was. Instead, they spent about an hour of real time researching the situation, investigating the client, and trying to find hidden agendas behind the arson at the client's business. Even when they client told them what was going on, they assumed that wasn't the whole story and kept looking for deeper motivations on the mark's part ... when just going to the mark's restaurant would have showed them that he was an egotist and micromanager. The players did admit afterward that they were "Shadowrunning" rather than diving right in, so maybe they'll make more of an effort to do that next time.</p><p></p><p>But is there any way I can encourage them to just get moving rather than spending all their time on gathering information? In addition to not matching the genre and only giving the Hacker and/or Grifter much to do, it also puts a lot of pressure on me to invent stuff, instead of reacting to the Crew's plans. And it doesn't generate many Plot Points either.</p><p></p><p>(Speaking of Plot Points, do they carry over from one Job to another? I haven't been doing that, but it seems like players would be able to do more if they did. I know they can also reference earlier Jobs for plot points.)</p><p></p><p>Also, how do I encourage players to have their characters try things that aren't their primary Roles? I don't want them just sitting around feeling like I'm not giving them anything to do if they're not rolling their D10s.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 6996507, member: 6702445"] There don't seem to be too many Leverage experts here, but one more try! Some of these questions probably apply to other Cortex systems as well. I've run my second session. Still only a partial success--we're all having fun, but we're definitely still mastering the system and stumbling a bit. I'm trying not to panic about the fact that I've committed myself to run this game at a con at the end of the month! Lesson learned from last time: get to the briefing as fast as possible. I made the mistake of giving my group just the client's contact information and basic situation, assuming they'd get in touch with him and find out who the mark was. Instead, they spent about an hour of real time researching the situation, investigating the client, and trying to find hidden agendas behind the arson at the client's business. Even when they client told them what was going on, they assumed that wasn't the whole story and kept looking for deeper motivations on the mark's part ... when just going to the mark's restaurant would have showed them that he was an egotist and micromanager. The players did admit afterward that they were "Shadowrunning" rather than diving right in, so maybe they'll make more of an effort to do that next time. But is there any way I can encourage them to just get moving rather than spending all their time on gathering information? In addition to not matching the genre and only giving the Hacker and/or Grifter much to do, it also puts a lot of pressure on me to invent stuff, instead of reacting to the Crew's plans. And it doesn't generate many Plot Points either. (Speaking of Plot Points, do they carry over from one Job to another? I haven't been doing that, but it seems like players would be able to do more if they did. I know they can also reference earlier Jobs for plot points.) Also, how do I encourage players to have their characters try things that aren't their primary Roles? I don't want them just sitting around feeling like I'm not giving them anything to do if they're not rolling their D10s. [/QUOTE]
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