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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9768825" data-attributes="member: 710"><p>I think the best approximation towards a solution I can come up with: If the narrative goal is that force points use happen if the tension is the highest, you need a way to gain force points by getting into the tension, or somehow track that tension and only allow spending the force points if the tension is there</p><p></p><p>Luke can't run straight into the death star trench and force-point the p<strong>r</strong>oton torpedo hit into the exhaust port because he can't accrue force points if there are not enough stakes to do so, or at least can't spend them. But of course, that could lead to the opposite problem, players doing crazy-dumb things to get that 1 in a million chance to hit the dragon's weak spot, knowing the game mechanics facilitate that their success will be practically guaranteed now.</p><p></p><p>I know some games have mechanics where if you fail check or would take damage in "traditional" systems, you gain "consequences". Maybe that's a way to track the tension? Get consequences, gain force points? Or success grant force points (so you must do smart choices and work towards success), and consequences grant you an allowance to spend them, or makes them more useful? </p><p>So in the trench run, Luke could try to attack the exhaust port earlier, but the chances to hit while also evading enemy fire are genuinely low, and Luke's player is not willing to accept the death of his character yet, so it's kinda useless, he better goes for some TIEs. Without any consequences from the battle yet, his force points won't do enough. But as the bombers try and fail to hit the port, consequences happen, the bombers explode, the escorts get taken out, Vader joins the field, the tension-meter rises as well. And then the GM declares the final consequence - if the next run fails, the death star will fire and it's over for Yavin and the Rebel Alliance. The tension meter is maxed out, Luke has his final shot, and he can spend those force points to heroically save the day and gets to live another day, too.</p><p></p><p>But how to graft this on WEG D6, I have no clue, if it's even something you like or could see working.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9768825, member: 710"] I think the best approximation towards a solution I can come up with: If the narrative goal is that force points use happen if the tension is the highest, you need a way to gain force points by getting into the tension, or somehow track that tension and only allow spending the force points if the tension is there Luke can't run straight into the death star trench and force-point the p[B]r[/B]oton torpedo hit into the exhaust port because he can't accrue force points if there are not enough stakes to do so, or at least can't spend them. But of course, that could lead to the opposite problem, players doing crazy-dumb things to get that 1 in a million chance to hit the dragon's weak spot, knowing the game mechanics facilitate that their success will be practically guaranteed now. I know some games have mechanics where if you fail check or would take damage in "traditional" systems, you gain "consequences". Maybe that's a way to track the tension? Get consequences, gain force points? Or success grant force points (so you must do smart choices and work towards success), and consequences grant you an allowance to spend them, or makes them more useful? So in the trench run, Luke could try to attack the exhaust port earlier, but the chances to hit while also evading enemy fire are genuinely low, and Luke's player is not willing to accept the death of his character yet, so it's kinda useless, he better goes for some TIEs. Without any consequences from the battle yet, his force points won't do enough. But as the bombers try and fail to hit the port, consequences happen, the bombers explode, the escorts get taken out, Vader joins the field, the tension-meter rises as well. And then the GM declares the final consequence - if the next run fails, the death star will fire and it's over for Yavin and the Rebel Alliance. The tension meter is maxed out, Luke has his final shot, and he can spend those force points to heroically save the day and gets to live another day, too. But how to graft this on WEG D6, I have no clue, if it's even something you like or could see working. [/QUOTE]
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