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<blockquote data-quote="pemerton" data-source="post: 9733660" data-attributes="member: 42582"><p>Apart from anything else, it will shape the ratings that then factor into the endgame. From pp 37-38:</p><p></p><p style="margin-left: 20px"><strong>Endgame</strong></p> <p style="margin-left: 20px">Endgame is a climactic series of scenes that culminates with the dramatic death of the Master at the hands of a minion. It is triggered when a minion successfully resists a command from the Master, and the sum total of the minion’s <em>Love</em> is greater than <em>Fear</em> plus his own <em>Weariness</em>.</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">LOVE > FEAR plus WEARINESS</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">From that point forward the Master’s fate is sealed; the triggering minion and the Master are locked in a violent conflict that will likely comprise several scenes, intercut with the struggles of the other minions, before producing the death of the Master. It is the only situation in which violence perpetrated upon the Master has a tangible effect.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">So, when the above-described triggering occurs, the GM dramatically suspends the conflict with the Master and cuts to each of the other players in sequence, aggressively framing them into dangerous and threatening scenes of their own . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">One round of scenes that way, and the action returns to the minion locked in conflict with the Master, with the minion’s player testing for death of the Master by rolling <em>Love</em> minus <em>Weariness</em> against the Master rolling <em>Fear</em> plus the minion’s <em>Self-loathing</em>.</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">minion (LOVE minus WEARINESS) vs. Master (FEAR plus SELF-LOATHING)</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the minion wins, the Master is killed, and the game proceeds to Epilogues. If the minion does not win the roll, another round of scenes is had with the other characters . . . And then another test for the death of the Master. Each time the Master wins the roll against the minion, the minion gains a point of Weariness, and the GM and player negotiate the events of that scene. . . . Presumably it could take a few cycles of this before the Master is dead, all the while the players are sorting out the final trait values that will inform their individual Epilogues . . .</p><p></p><p>This isn't a railroad. It's not the GM making more-or-less unilateral decisions about scenes and stakes and what happens next. (I've elided the text that talks about how players and GM get input into the various scenes the endgame calls for - but the text is there!) Everyone can read the rulebook and see how the game works.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9733660, member: 42582"] Apart from anything else, it will shape the ratings that then factor into the endgame. From pp 37-38: [indent][B]Endgame[/B] Endgame is a climactic series of scenes that culminates with the dramatic death of the Master at the hands of a minion. It is triggered when a minion successfully resists a command from the Master, and the sum total of the minion’s [I]Love[/I] is greater than [I]Fear[/I] plus his own [I]Weariness[/I]. [indent]LOVE > FEAR plus WEARINESS[/indent] From that point forward the Master’s fate is sealed; the triggering minion and the Master are locked in a violent conflict that will likely comprise several scenes, intercut with the struggles of the other minions, before producing the death of the Master. It is the only situation in which violence perpetrated upon the Master has a tangible effect. So, when the above-described triggering occurs, the GM dramatically suspends the conflict with the Master and cuts to each of the other players in sequence, aggressively framing them into dangerous and threatening scenes of their own . . . One round of scenes that way, and the action returns to the minion locked in conflict with the Master, with the minion’s player testing for death of the Master by rolling [I]Love[/I] minus [I]Weariness[/I] against the Master rolling [I]Fear[/I] plus the minion’s [I]Self-loathing[/I]. [indent]minion (LOVE minus WEARINESS) vs. Master (FEAR plus SELF-LOATHING)[/indent] If the minion wins, the Master is killed, and the game proceeds to Epilogues. If the minion does not win the roll, another round of scenes is had with the other characters . . . And then another test for the death of the Master. Each time the Master wins the roll against the minion, the minion gains a point of Weariness, and the GM and player negotiate the events of that scene. . . . Presumably it could take a few cycles of this before the Master is dead, all the while the players are sorting out the final trait values that will inform their individual Epilogues . . .[/indent] This isn't a railroad. It's not the GM making more-or-less unilateral decisions about scenes and stakes and what happens next. (I've elided the text that talks about how players and GM get input into the various scenes the endgame calls for - but the text is there!) Everyone can read the rulebook and see how the game works. [/QUOTE]
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