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thoughts on Apocalypse World?
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<blockquote data-quote="hawkeyefan" data-source="post: 8416937" data-attributes="member: 6785785"><p>I hope you don't mind me jumping in to offer a take on this. I'm sure others will have more/different/better advice on this, but a couple of bits jumped out at me. I've not played Scum & Villainy yet, but I do own it, and I've played lots of Blades and several other Forged in the Dark Systems.</p><p></p><p></p><p></p><p>So the success was that the PC learned the location of the terrorists from the local criminals, right? And the complication was that they were heading into a trap?</p><p></p><p>Was this consequence known to the player? To the character? </p><p></p><p>I think the consequences have to be known in some way. Either they are immediate and become part of the fiction, or else you start a clock and let the players know about it. And the clock need not be so specific if the situation doesn't call for it. So you had a trap in mind as the consequence, so I would have started a clock called "Trouble with the locals" or similar, and set a total (probably 6 by default) and I would have ticked it a number of times. </p><p></p><p>Then, that clock is in place, and you can use it for additional consequences on future rolls. </p><p></p><p>Having it out in the open means the player is aware of the consequences from failed or success with consequence results.</p><p></p><p></p><p></p><p>I think having a specific goal in mind....like the death of a mentor/ally....is not the best approach. Certainly the older jedi's death as a possible consequence should be on the table, but I don't think actively pushing toward that is really in line with the principles of GMing Forged in the Dark.</p><p></p><p></p><p></p><p>As [USER=99817]@chaochou[/USER] has commented, this is where the game may take some time to click with the players so that they'll start to be more proactive rather than reactive. Early on in the learning process, I don't think it's wrong at all to prompt them or to remind them of the abilities/actions at their disposal. So when you introduced the keening sound of the looming a-wing (establishing a threat of some kind) you could say to the player "Do you want to use the way to determine if this sound is a threat? Do you want to take cover? Do you want to do something else?"</p><p></p><p></p><p></p><p></p><p>I don't think this was really a misstep. If the crew is working toward their goal (in this case, I believe it is to locate the terrorists), the GM is meant to present obstacles. Now, this also depends on how you handled earlier actions and consequences. For example, if you'd established a clock as I mentioned above, perhaps these guys don't immediately open fire. Give the crew a chance to address this obstacle in more than one way. However, if the "Trouble with the locals" clock as been filled, then sure, have them barge in guns blazing. </p><p></p><p>Generally speaking, it's okay to introduce new obstacles and threats as needed.</p><p></p><p></p><p></p><p>Yeah, I think all this depends on how the whole session has been handled. But again, generally speaking, I think it's fine to add a new complication to the mix such as the reinforcements coming from below if it makes sense to do so. Even if the jedi crew was able to dispatch the initial guards and the a-wing with nothing but full successes, if they did it with a lot of blaster fire and light-sabering involved, then having reinforcements notice and come makes sense. If they were stealthy and quiet about it then reinforcements may not make sense. </p><p></p><p>I think you're probably okay in this area; I think as long as you look to the fiction as a guide, you're likely in good shape. Results can come from the fiction without being specifically a consequence of a roll.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8416937, member: 6785785"] I hope you don't mind me jumping in to offer a take on this. I'm sure others will have more/different/better advice on this, but a couple of bits jumped out at me. I've not played Scum & Villainy yet, but I do own it, and I've played lots of Blades and several other Forged in the Dark Systems. So the success was that the PC learned the location of the terrorists from the local criminals, right? And the complication was that they were heading into a trap? Was this consequence known to the player? To the character? I think the consequences have to be known in some way. Either they are immediate and become part of the fiction, or else you start a clock and let the players know about it. And the clock need not be so specific if the situation doesn't call for it. So you had a trap in mind as the consequence, so I would have started a clock called "Trouble with the locals" or similar, and set a total (probably 6 by default) and I would have ticked it a number of times. Then, that clock is in place, and you can use it for additional consequences on future rolls. Having it out in the open means the player is aware of the consequences from failed or success with consequence results. I think having a specific goal in mind....like the death of a mentor/ally....is not the best approach. Certainly the older jedi's death as a possible consequence should be on the table, but I don't think actively pushing toward that is really in line with the principles of GMing Forged in the Dark. As [USER=99817]@chaochou[/USER] has commented, this is where the game may take some time to click with the players so that they'll start to be more proactive rather than reactive. Early on in the learning process, I don't think it's wrong at all to prompt them or to remind them of the abilities/actions at their disposal. So when you introduced the keening sound of the looming a-wing (establishing a threat of some kind) you could say to the player "Do you want to use the way to determine if this sound is a threat? Do you want to take cover? Do you want to do something else?" I don't think this was really a misstep. If the crew is working toward their goal (in this case, I believe it is to locate the terrorists), the GM is meant to present obstacles. Now, this also depends on how you handled earlier actions and consequences. For example, if you'd established a clock as I mentioned above, perhaps these guys don't immediately open fire. Give the crew a chance to address this obstacle in more than one way. However, if the "Trouble with the locals" clock as been filled, then sure, have them barge in guns blazing. Generally speaking, it's okay to introduce new obstacles and threats as needed. Yeah, I think all this depends on how the whole session has been handled. But again, generally speaking, I think it's fine to add a new complication to the mix such as the reinforcements coming from below if it makes sense to do so. Even if the jedi crew was able to dispatch the initial guards and the a-wing with nothing but full successes, if they did it with a lot of blaster fire and light-sabering involved, then having reinforcements notice and come makes sense. If they were stealthy and quiet about it then reinforcements may not make sense. I think you're probably okay in this area; I think as long as you look to the fiction as a guide, you're likely in good shape. Results can come from the fiction without being specifically a consequence of a roll. [/QUOTE]
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