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General Tabletop Discussion
*Dungeons & Dragons
Martial Practices how can we fix them, systematically?
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<blockquote data-quote="Manbearcat" data-source="post: 7042810" data-attributes="member: 6696971"><p>I used MHRP's Transition Scenes because those are brief interludes that are about (i) recovery, (ii) asset/resource establishment for a future scene, or (iii) framing/reframing a subsequent scene. Basically this happens if two things merge:</p><p></p><p>a) the fallout from the prior Action Scene doesn't demand an immediate knock-on Action Scene as an inevitable outgrowth </p><p></p><p>and</p><p></p><p>b) the players possess neither the means, nor the inclination, nor the fictional positioning to seek out recovery/augmentation/subsequent scene reframing.</p><p></p><p>(A) is extremely UNcommon (hence 4e's snowballing), so Transition Scene action declarations are extremely rare. Typically you're just framing Action Scene after Action Scene (and on and on), However, although rare, the two above do intersect every now and again. Let me see if I can put some meat on the bone here with play examples. </p><p></p><p></p><p></p><p>The Rogue in my last game had Secrets of the City (I covered that ability in my thread I started the other day). </p><p></p><p></p><p></p><p>One of the first things he would do (especially in the Heroic Tier but even on through P and E) would be to make this move at the outset of arriving in a new settlement. Most times this would be part of an existing Action Scene (to track down something or someone or to acquire something). However, there were 2 occasions where we were transitioning out of Perilous Journey scenes and the next Action Scene was pending the three players determining a course of action (typically one of three to four prospective Action Scenes to propel play forward). In those cases, the PC would be deploying Secrets of the City to (1) help inform their next move and (2) establish the contact network/gain the necessary intelligence to meet the demands of SotC's Trigger (thereby opening up the Utility's Effect for future Action Scenes). </p><p></p><p>On one occasion, it failed thus immediately propelling them into an Action Scene of my own choice and play snowballed from there.</p><p></p><p></p><p></p><p>Here you're talking about something that isn't terribly common (at least in the game's I've run) beyond Heroic Tier. Quick play examples:</p><p></p><p>Sea voyage (the same PC above was Mariner Theme) to discover the hideout of the scourge that framed him (former Naval Admiral dishonorably discharged wrongly). A meeting of the relevant players is taking place and there is no time for dilly dally (or getting lost...or shipwrecked...or swallowed by a sea monster...or accidentally entering the Fey Crossroads). That was an up-leveled (+2) C3 SC. They succeeded dramatically (no failures).</p><p></p><p>Accordingly, I evolved the fiction with them having arrived well ahead of schedule in a cove on the opposite side of the island that was so dangerous to navigate and so well-hidden that none but the most gifted (or mad) sailors would even attempt it. And a storm was coming in.</p><p></p><p>So they had an opportunity to dictate the terms of the engagement (lots of possibilities there). They chose to take an Extended Rest (they hadn't had one in a fair bit of time (probably stretching 4 SCs and 3 combats) so they were down a fair bit of Daily resources. Group Perception check (with the PC's crew counting as an additional unit). Failure could mean negative fictional positioning related to that storm (portending related moves from me against them in the conflict to come), an Action Scene related to that storm, or an Action Scene related to some other form of antagonism (Sahaguin attack from below!..Sea Monster!..a sentry from one of the assembling groups is out for a piss and he discovers the ship...Action Scene to nab him before he gets back and things go all Fiasco!).</p><p></p><p>They succeeded, so didn't matter (+2 Perception Bonus to all thanks to Theme and also Trained crew).</p><p></p><p></p><p></p><p>Epic Tier example from my last game. The first time the PCs encountered the River Styx boatman, Charon, it was a Skill Challenge (extremely significant one that snowballed into making up his backstory, making up the backstory of the Abyss's origin, and determining the ultimate antagonist - Dagon, the first Obyrth). Thereafter, it was a small matter of paying the boatman's fare. The latter bit served merely as a Transition Scene to move the PCs from one lair of the Abyss to another at their discretion.</p><p></p><p>** EDIT to put UN before "common" above.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7042810, member: 6696971"] I used MHRP's Transition Scenes because those are brief interludes that are about (i) recovery, (ii) asset/resource establishment for a future scene, or (iii) framing/reframing a subsequent scene. Basically this happens if two things merge: a) the fallout from the prior Action Scene doesn't demand an immediate knock-on Action Scene as an inevitable outgrowth and b) the players possess neither the means, nor the inclination, nor the fictional positioning to seek out recovery/augmentation/subsequent scene reframing. (A) is extremely UNcommon (hence 4e's snowballing), so Transition Scene action declarations are extremely rare. Typically you're just framing Action Scene after Action Scene (and on and on), However, although rare, the two above do intersect every now and again. Let me see if I can put some meat on the bone here with play examples. The Rogue in my last game had Secrets of the City (I covered that ability in my thread I started the other day). One of the first things he would do (especially in the Heroic Tier but even on through P and E) would be to make this move at the outset of arriving in a new settlement. Most times this would be part of an existing Action Scene (to track down something or someone or to acquire something). However, there were 2 occasions where we were transitioning out of Perilous Journey scenes and the next Action Scene was pending the three players determining a course of action (typically one of three to four prospective Action Scenes to propel play forward). In those cases, the PC would be deploying Secrets of the City to (1) help inform their next move and (2) establish the contact network/gain the necessary intelligence to meet the demands of SotC's Trigger (thereby opening up the Utility's Effect for future Action Scenes). On one occasion, it failed thus immediately propelling them into an Action Scene of my own choice and play snowballed from there. Here you're talking about something that isn't terribly common (at least in the game's I've run) beyond Heroic Tier. Quick play examples: Sea voyage (the same PC above was Mariner Theme) to discover the hideout of the scourge that framed him (former Naval Admiral dishonorably discharged wrongly). A meeting of the relevant players is taking place and there is no time for dilly dally (or getting lost...or shipwrecked...or swallowed by a sea monster...or accidentally entering the Fey Crossroads). That was an up-leveled (+2) C3 SC. They succeeded dramatically (no failures). Accordingly, I evolved the fiction with them having arrived well ahead of schedule in a cove on the opposite side of the island that was so dangerous to navigate and so well-hidden that none but the most gifted (or mad) sailors would even attempt it. And a storm was coming in. So they had an opportunity to dictate the terms of the engagement (lots of possibilities there). They chose to take an Extended Rest (they hadn't had one in a fair bit of time (probably stretching 4 SCs and 3 combats) so they were down a fair bit of Daily resources. Group Perception check (with the PC's crew counting as an additional unit). Failure could mean negative fictional positioning related to that storm (portending related moves from me against them in the conflict to come), an Action Scene related to that storm, or an Action Scene related to some other form of antagonism (Sahaguin attack from below!..Sea Monster!..a sentry from one of the assembling groups is out for a piss and he discovers the ship...Action Scene to nab him before he gets back and things go all Fiasco!). They succeeded, so didn't matter (+2 Perception Bonus to all thanks to Theme and also Trained crew). Epic Tier example from my last game. The first time the PCs encountered the River Styx boatman, Charon, it was a Skill Challenge (extremely significant one that snowballed into making up his backstory, making up the backstory of the Abyss's origin, and determining the ultimate antagonist - Dagon, the first Obyrth). Thereafter, it was a small matter of paying the boatman's fare. The latter bit served merely as a Transition Scene to move the PCs from one lair of the Abyss to another at their discretion. ** EDIT to put UN before "common" above. [/QUOTE]
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