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Structuring a "Score" in Forged In the Dark
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<blockquote data-quote="hawkeyefan" data-source="post: 8459193" data-attributes="member: 6785785"><p>I think a lot of this will become easier to handle the more you play. To start, I’d recommend that simple flashbacks be free. If they’re a bit complex or unlikely, go with 1 stress. Very complex or unlikely, 2 stress. Err on the side of the player at first. Also, consider asking them their thoughts on it; that may not be possible right away if they’re all new to this kind of game, but don’t be afraid to lean on the players a bit here. This stuff should be negotiable. </p><p></p><p>I’d call for a roll if the flashback involves an action that would typically require a roll; convincing someone to cause a distraction at the ball, for example. </p><p></p><p>Alternatively, if the action maps to one of the Downtime Activities (or equivalent for Court of Blades) then having them pay one coin or rep for an extra Downtime Activity would work. So, they need some uniforms to disguise themselves as the Baron’s house guard; okay, spend a coin to Acquire an Asset, and follow that process for determining the quality of the items.</p><p></p><p>For Position/Effect on rolls, I’d recommend just going with the default of Risky and Standard for the first Score/Errand or two. Get the basic process down and get comfortable with it and the other rules. Then start working Position and Effect into the game and explain it to your players. </p><p></p><p></p><p></p><p>Both Harm and Stress can take a PC out of the score/errand. Harm 3 leaves you incapacitated (unless you spend stress to act) and Harm 4 is fatal. Spending all 9 stress means you’re out of the scene and you’ll take a trauma. Traumas are additional opportunities for XP by playing your character as struggling with the trauma, but they also serves as a track of your PCs viability. If you get 4 traumas, your career is over; you dir or retire or lose your mind…your story is over.</p><p></p><p>The way that Stress and Harm mainly interact is that you can resist Harm (and any consequence) by making a Resistance Roll, which may involve spending Stress. So if you’re in a duel, and you roll a 3 on your Skirmish roll to stab your opponent, he knocks your attack aside and stabs you for 2 Harm. You declare you’d like to resust this consequence. Chances are it’s a Prowess resist, so you roll your Prowess dice and take stress equal to 6 minus your highest roll. So you’ll take 0-5 stress for Resistance rolls.</p><p></p><p>Stress is easier to replenish than Harm is to clear, in my opinion. Stress should be used pretty liberally in play. Yes, deciding when and how to use it is important, but not using it means you’re less likely to achieve your goals.</p><p></p><p>I hope that helps!</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8459193, member: 6785785"] I think a lot of this will become easier to handle the more you play. To start, I’d recommend that simple flashbacks be free. If they’re a bit complex or unlikely, go with 1 stress. Very complex or unlikely, 2 stress. Err on the side of the player at first. Also, consider asking them their thoughts on it; that may not be possible right away if they’re all new to this kind of game, but don’t be afraid to lean on the players a bit here. This stuff should be negotiable. I’d call for a roll if the flashback involves an action that would typically require a roll; convincing someone to cause a distraction at the ball, for example. Alternatively, if the action maps to one of the Downtime Activities (or equivalent for Court of Blades) then having them pay one coin or rep for an extra Downtime Activity would work. So, they need some uniforms to disguise themselves as the Baron’s house guard; okay, spend a coin to Acquire an Asset, and follow that process for determining the quality of the items. For Position/Effect on rolls, I’d recommend just going with the default of Risky and Standard for the first Score/Errand or two. Get the basic process down and get comfortable with it and the other rules. Then start working Position and Effect into the game and explain it to your players. Both Harm and Stress can take a PC out of the score/errand. Harm 3 leaves you incapacitated (unless you spend stress to act) and Harm 4 is fatal. Spending all 9 stress means you’re out of the scene and you’ll take a trauma. Traumas are additional opportunities for XP by playing your character as struggling with the trauma, but they also serves as a track of your PCs viability. If you get 4 traumas, your career is over; you dir or retire or lose your mind…your story is over. The way that Stress and Harm mainly interact is that you can resist Harm (and any consequence) by making a Resistance Roll, which may involve spending Stress. So if you’re in a duel, and you roll a 3 on your Skirmish roll to stab your opponent, he knocks your attack aside and stabs you for 2 Harm. You declare you’d like to resust this consequence. Chances are it’s a Prowess resist, so you roll your Prowess dice and take stress equal to 6 minus your highest roll. So you’ll take 0-5 stress for Resistance rolls. Stress is easier to replenish than Harm is to clear, in my opinion. Stress should be used pretty liberally in play. Yes, deciding when and how to use it is important, but not using it means you’re less likely to achieve your goals. I hope that helps! [/QUOTE]
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