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Map & Key Escort/Smuggling Adventures or Scores and Scene Bangs
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<blockquote data-quote="Manbearcat" data-source="post: 8303804" data-attributes="member: 6696971"><p>Using their input is a fantastic idea, but I'm thinking of using them in a different manner (because I want the # of obstacles to be faced to be reflective of the primary Tier of the antagonism in the score - eg punching above your belt by 2 Tiers - and the prospective Payoff added together...so a max 10 Payoff Score at Tier or Tier +1 would be 7 Obs but vs a Tier +2 would be 5 Obs).</p><p></p><p>This is how I'm thinking of iterating upon what we did last week on a subsequent Transport Score, so tell me what you think:</p><p></p><p>1) We have the map of the ward to be transited.</p><p></p><p>2) We circle the persistent sites of interest on there (eg The Veil, the Precinct, the Park, the Racetrack, the Drug Den, the Pleasure House).</p><p></p><p>3) We develop a constellation of circles for the rest of the map which reflects Obstacles yet to be given life (they'll be given life once we encounter them).</p><p></p><p>4) We do exactly like we did last week; round-robin naming prospective Obstacles to be faced (this is the Kicker part of the Bang). But we'll bin them under a Ward Trait (eg Safety and Security). We'll add a 5th Trait "Calamity" and give it a dot value for a Fortune Roll.</p><p></p><p>5) When you guys actually encounter one of those circles (and that could be your Lurk scouting ahead or the actual carriage encountering it or seeing some calamity from afar), I'll roll Fortune Dice for the aforementioned Traits of the ward (this is its intended creation). Once, I've got a winner, I'll pick from the list that we created in the round robin and frame the Obstacle.</p><p></p><p></p><p>Make sense?</p><p></p><p>Sound good?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8303804, member: 6696971"] Using their input is a fantastic idea, but I'm thinking of using them in a different manner (because I want the # of obstacles to be faced to be reflective of the primary Tier of the antagonism in the score - eg punching above your belt by 2 Tiers - and the prospective Payoff added together...so a max 10 Payoff Score at Tier or Tier +1 would be 7 Obs but vs a Tier +2 would be 5 Obs). This is how I'm thinking of iterating upon what we did last week on a subsequent Transport Score, so tell me what you think: 1) We have the map of the ward to be transited. 2) We circle the persistent sites of interest on there (eg The Veil, the Precinct, the Park, the Racetrack, the Drug Den, the Pleasure House). 3) We develop a constellation of circles for the rest of the map which reflects Obstacles yet to be given life (they'll be given life once we encounter them). 4) We do exactly like we did last week; round-robin naming prospective Obstacles to be faced (this is the Kicker part of the Bang). But we'll bin them under a Ward Trait (eg Safety and Security). We'll add a 5th Trait "Calamity" and give it a dot value for a Fortune Roll. 5) When you guys actually encounter one of those circles (and that could be your Lurk scouting ahead or the actual carriage encountering it or seeing some calamity from afar), I'll roll Fortune Dice for the aforementioned Traits of the ward (this is its intended creation). Once, I've got a winner, I'll pick from the list that we created in the round robin and frame the Obstacle. Make sense? Sound good? [/QUOTE]
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