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<blockquote data-quote="pemerton" data-source="post: 7797181" data-attributes="member: 42582"><p>In my reading of the rules II've been intrigued by these moves and what they imply. In your AW experience, how often do these come up in the context of play?</p><p></p><p>Leadership is <em>when your gang fights for you</em> and then generates hold. Looking especially at the notion of "hard advance", is there a corresponding sort of "soft advance" that doesn't spend hold?</p><p></p><p>And pack alpha is <em>when you try and impose your will on your gang</em>. Do you find there many circumstances where the gang goes along with the Chopper without needing to impose his/her will?</p><p></p><p>I know there's the commentary in the later part of the book, and I've read that, but I'm curious about actual play experience if it sheds any useful or non-idiosyncratic light.</p><p></p><p>In the Prince Valiant session I referenced two of the PCs had command over a peasant uprising. To deal with the <em>impose your will/hard advance</em> issue, one of the players cashed in a Storyteller Certificate (kind of like a strong fate point) to Arouse the Passion of a Crowd (and <em>the peasants storm the castle</em> is even called out as an example in the description of that effect). If they hadn't done that then they knew I would call for an Oratory roll which had a chance of success around 60% or so.</p><p></p><p>Prince Valiant leaves it as a matter for GM discretion what happens if the peasants run amuck.</p><p></p><p>When it comes to the knightly order I tend to take it as given that they will fight as instructed, and to leave it to the mass combat rules to determine whether they break, are killed etc. I'm not sure that turning on the leadership AW-style would fit with the more light-hearted spirit of the system! On the other hand, real-world holy orders had intrigue within and between them, so it's something I do need to think about some more. Again, within the framework of Prince Valiant this would lean heavily on GM framing or GM narration of failure consequences.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7797181, member: 42582"] In my reading of the rules II've been intrigued by these moves and what they imply. In your AW experience, how often do these come up in the context of play? Leadership is [I]when your gang fights for you[/I] and then generates hold. Looking especially at the notion of "hard advance", is there a corresponding sort of "soft advance" that doesn't spend hold? And pack alpha is [I]when you try and impose your will on your gang[/I]. Do you find there many circumstances where the gang goes along with the Chopper without needing to impose his/her will? I know there's the commentary in the later part of the book, and I've read that, but I'm curious about actual play experience if it sheds any useful or non-idiosyncratic light. In the Prince Valiant session I referenced two of the PCs had command over a peasant uprising. To deal with the [I]impose your will/hard advance[/I] issue, one of the players cashed in a Storyteller Certificate (kind of like a strong fate point) to Arouse the Passion of a Crowd (and [I]the peasants storm the castle[/I] is even called out as an example in the description of that effect). If they hadn't done that then they knew I would call for an Oratory roll which had a chance of success around 60% or so. Prince Valiant leaves it as a matter for GM discretion what happens if the peasants run amuck. When it comes to the knightly order I tend to take it as given that they will fight as instructed, and to leave it to the mass combat rules to determine whether they break, are killed etc. I'm not sure that turning on the leadership AW-style would fit with the more light-hearted spirit of the system! On the other hand, real-world holy orders had intrigue within and between them, so it's something I do need to think about some more. Again, within the framework of Prince Valiant this would lean heavily on GM framing or GM narration of failure consequences. [/QUOTE]
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