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The Dune RPG Has A Cover!
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<blockquote data-quote="aramis erak" data-source="post: 8134917" data-attributes="member: 6779310"><p>I've run STA multiple times. I've playtested Dune, and will run it again, as it solves a part of my issue with 2d20.</p><p></p><p>That issue exists in Conan and in STA - it's the infrequent but demoralizing case where the dice go against and a stack of more threat and complications pile up that the players realize the GM's out of ideas to hammer them with... or the GM can go killer mode, and snuff their characters with massive overkill. I'm talking a two player party that ended a published module with me having more than 30 threat, and the PC's having essentially spent their ship's crew and damned near provoked a war with the Klingons circa TNG season 3... and the very firm realization that if I had used all the threat, their pyrrhic victory would have been a total loss... It robbed a lot of fun of that adventure.</p><p>I've had it happen in several other published adventures, too.</p><p>A couple of guys I know have had the same issue... especially with that particular adventure - Doomed to Repeat the Past. It's a good adventure, but it leads to many difficult rolls, and can spiral the threat up <em>fast</em>. </p><p></p><p>The root of the problem is that there's no limit on players generating threat to do things they could do with their (sometimes non-extant) Momentum. At least, not in STA.</p><p></p><p>I'll note that Dune playtest sets hard spending limits that neither STA nor Conan have... not on total, but on how many things one can actually do. So, no dumping 10 threat at the GM for +10 damage... because you can't repeat that one. </p><p></p><p>For STA, if I run it again, I'll set a hard limit of 8 (threat generated+momentum spent) per turn. Just enough to trigger a quality and add 3d20 (for the max 5d20 without help nor computer).</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8134917, member: 6779310"] I've run STA multiple times. I've playtested Dune, and will run it again, as it solves a part of my issue with 2d20. That issue exists in Conan and in STA - it's the infrequent but demoralizing case where the dice go against and a stack of more threat and complications pile up that the players realize the GM's out of ideas to hammer them with... or the GM can go killer mode, and snuff their characters with massive overkill. I'm talking a two player party that ended a published module with me having more than 30 threat, and the PC's having essentially spent their ship's crew and damned near provoked a war with the Klingons circa TNG season 3... and the very firm realization that if I had used all the threat, their pyrrhic victory would have been a total loss... It robbed a lot of fun of that adventure. I've had it happen in several other published adventures, too. A couple of guys I know have had the same issue... especially with that particular adventure - Doomed to Repeat the Past. It's a good adventure, but it leads to many difficult rolls, and can spiral the threat up [I]fast[/I]. The root of the problem is that there's no limit on players generating threat to do things they could do with their (sometimes non-extant) Momentum. At least, not in STA. I'll note that Dune playtest sets hard spending limits that neither STA nor Conan have... not on total, but on how many things one can actually do. So, no dumping 10 threat at the GM for +10 damage... because you can't repeat that one. For STA, if I run it again, I'll set a hard limit of 8 (threat generated+momentum spent) per turn. Just enough to trigger a quality and add 3d20 (for the max 5d20 without help nor computer). [/QUOTE]
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