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Structuring a "Score" in Forged In the Dark
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<blockquote data-quote="Fenris-77" data-source="post: 8459449" data-attributes="member: 6993955"><p>A minor thing, I move the sliding scale for stress up and down depending on the number of players. The game is designed to work at lets say 4 players, with four stress tracks to spend. Going down to three changes that a little, and going down to two changes it a lot. Having played a Blades game with just two characters I found that stress spends became very high stakes affairs. That's a good thing, but it can go too far (not that it did in that instance, but it was great lesson in where the line is). In a game with four players I'll be more cavalier with adjudicating a spend of 1 stress for a minor flashback, whereas with less players I might let it go for free.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8459449, member: 6993955"] A minor thing, I move the sliding scale for stress up and down depending on the number of players. The game is designed to work at lets say 4 players, with four stress tracks to spend. Going down to three changes that a little, and going down to two changes it a lot. Having played a Blades game with just two characters I found that stress spends became very high stakes affairs. That's a good thing, but it can go too far (not that it did in that instance, but it was great lesson in where the line is). In a game with four players I'll be more cavalier with adjudicating a spend of 1 stress for a minor flashback, whereas with less players I might let it go for free. [/QUOTE]
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Structuring a "Score" in Forged In the Dark
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