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[Leverage] Questions on how to run it
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<blockquote data-quote="Neonchameleon" data-source="post: 6998873" data-attributes="member: 87792"><p>I'm not that active but can still be summoned <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>To me the big strength and weakness of Leverage is that it almost needs two GMs in the group; the game works best when the player playing the Mastermind is almost a sub-GM. You also need to make two things clear to the group before the session starts:</p><ol> <li data-xf-list-type="ol">The client is always on the level. They probably don't know the full story but they are never a trap or bait.</li> <li data-xf-list-type="ol">When things go wrong they can be saved by a Flashback Scene</li> </ol><p>Breaking the first ruins games. Researching everything about Mr. Johnson in a Shadowrun game is just smart - but it bogs the whole thing down when you are playing Leverage. If the players have an absolute understanding that the client is on the level it cuts a lot of the research time down. And start straight at the briefing.</p><p></p><p>Pointing out and reminding the players of flashback scenes that allow them to <em>retroactively</em> turn scenes round is also very much needed. In Shadowrun messing up a single scene can cause a TPK. You can not afford mistakes. In Leverage there is literally no way to die in the rulebook and mistakes are expected to the point that the players have a tool to rescue or reverse them. Use the example of "So if the grifter is getting held up by the Mark the thief can use their flashback scene to attempt to have already stolen the bullets from the mark's gun".</p><p></p><p>Both these are needed for the style of play you want in Leverage with the players going in with a plotted out but half baked plan.</p><p></p><p>Other than that my character creation is assisted by a mix of Apocalypse World and Dread with loaded questions to the players about how they came together. (Oh, and complications should start at d8 when you're in the swing of things).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6998873, member: 87792"] I'm not that active but can still be summoned :) To me the big strength and weakness of Leverage is that it almost needs two GMs in the group; the game works best when the player playing the Mastermind is almost a sub-GM. You also need to make two things clear to the group before the session starts: [LIST=1] [*]The client is always on the level. They probably don't know the full story but they are never a trap or bait. [*]When things go wrong they can be saved by a Flashback Scene [/LIST] Breaking the first ruins games. Researching everything about Mr. Johnson in a Shadowrun game is just smart - but it bogs the whole thing down when you are playing Leverage. If the players have an absolute understanding that the client is on the level it cuts a lot of the research time down. And start straight at the briefing. Pointing out and reminding the players of flashback scenes that allow them to [I]retroactively[/I] turn scenes round is also very much needed. In Shadowrun messing up a single scene can cause a TPK. You can not afford mistakes. In Leverage there is literally no way to die in the rulebook and mistakes are expected to the point that the players have a tool to rescue or reverse them. Use the example of "So if the grifter is getting held up by the Mark the thief can use their flashback scene to attempt to have already stolen the bullets from the mark's gun". Both these are needed for the style of play you want in Leverage with the players going in with a plotted out but half baked plan. Other than that my character creation is assisted by a mix of Apocalypse World and Dread with loaded questions to the players about how they came together. (Oh, and complications should start at d8 when you're in the swing of things). [/QUOTE]
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