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Torchbearer 2nd ed actual play
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<blockquote data-quote="Manbearcat" data-source="post: 8546404" data-attributes="member: 6696971"><p>Absolutely agree that Luke and Thor could have spoken more aggressively on this (and more on some other things...and organized things better in certain circumstances) not-insignificant occurrence within the sphere of typical play!</p><p></p><p>I guess I would just say "take heart, my friend, and embrace the flexibility that you spoke of above!" We've got instances of tests in Town and Journeys that don't involve The Grind. You've cited an instance of a mini-Town phase breaking up Journey Legs (which is a right-thinking handling of the situation IMO). We know there are cases where "group moves" basically involve one Turn (traps and environmental based tests) and complex ploys that involve multiple Turns (eg the climb and the door-holding above). Here are your options as I see them (when Light Source duration ending coincides with a Turn that results in immediate duress):</p><p></p><p>(a) Bin the Ob3 Survivalist test in the "environmental based tests" category where the Light Source kindling is basically just a rider/group move component of the duress-based contest or conflict which coincides with it. You can treat it as "no-Turn, no-Advancement." Twists would be Darkness or Light but 2x Torches spent or some either Gear Twist. Condition would equal Angry or Afraid.</p><p></p><p>(b) Turn + Advancement for the Ob3 Survivalist test for Twists would be Darkness or Light but 2x Torches spent or some either Gear Twist. Condition would equal Angry or Afraid. </p><p></p><p>(c) The rare occasion where the duress is so acute that they are in Darkness and they have no choice but to enter into a Flee Conflict:</p><p></p><p></p><p></p><p>What you're depicting is the rare occasion in play where the GM decides what is at stake. If a Turn yields a Twist + the situation warrants such dramatic stakes + Darkness coincides with it...GM doesn't have to listen to the players' description; Flee Conflict ensues. </p><p></p><p>(The below is for any readers following along who aren't acquainted with the system....I know you know this stuff!)</p><p></p><p>If they win the Flee Conflict with their disposition intact, they arrest the Darkness by kindling a Light Source and they're in a position where they can dictate terms. They can have avoided the threat and retreated to somewhere relatively safe that makes sense given the fiction. If they wish to now engage in a Kill or Drive Off Conflict, they can initiate that (circle back to Conflict procedures). If they just wish to count their lucky stars and move on, they can do that as well.</p><p></p><p>If they lose the Flee Conflict, then the enemy realizes their intent. </p><p></p><p>If they win but their disposition isn't intact, then they've arrest the Darkness by kindling a Light Source but now you guys have to negotiate the concession that must be made, finding compromise depending on severity of disposition loss; Condition for the PCs, new Twist they must deal with, something particularly painful to them?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8546404, member: 6696971"] Absolutely agree that Luke and Thor could have spoken more aggressively on this (and more on some other things...and organized things better in certain circumstances) not-insignificant occurrence within the sphere of typical play! I guess I would just say "take heart, my friend, and embrace the flexibility that you spoke of above!" We've got instances of tests in Town and Journeys that don't involve The Grind. You've cited an instance of a mini-Town phase breaking up Journey Legs (which is a right-thinking handling of the situation IMO). We know there are cases where "group moves" basically involve one Turn (traps and environmental based tests) and complex ploys that involve multiple Turns (eg the climb and the door-holding above). Here are your options as I see them (when Light Source duration ending coincides with a Turn that results in immediate duress): (a) Bin the Ob3 Survivalist test in the "environmental based tests" category where the Light Source kindling is basically just a rider/group move component of the duress-based contest or conflict which coincides with it. You can treat it as "no-Turn, no-Advancement." Twists would be Darkness or Light but 2x Torches spent or some either Gear Twist. Condition would equal Angry or Afraid. (b) Turn + Advancement for the Ob3 Survivalist test for Twists would be Darkness or Light but 2x Torches spent or some either Gear Twist. Condition would equal Angry or Afraid. (c) The rare occasion where the duress is so acute that they are in Darkness and they have no choice but to enter into a Flee Conflict: What you're depicting is the rare occasion in play where the GM decides what is at stake. If a Turn yields a Twist + the situation warrants such dramatic stakes + Darkness coincides with it...GM doesn't have to listen to the players' description; Flee Conflict ensues. (The below is for any readers following along who aren't acquainted with the system....I know you know this stuff!) If they win the Flee Conflict with their disposition intact, they arrest the Darkness by kindling a Light Source and they're in a position where they can dictate terms. They can have avoided the threat and retreated to somewhere relatively safe that makes sense given the fiction. If they wish to now engage in a Kill or Drive Off Conflict, they can initiate that (circle back to Conflict procedures). If they just wish to count their lucky stars and move on, they can do that as well. If they lose the Flee Conflict, then the enemy realizes their intent. If they win but their disposition isn't intact, then they've arrest the Darkness by kindling a Light Source but now you guys have to negotiate the concession that must be made, finding compromise depending on severity of disposition loss; Condition for the PCs, new Twist they must deal with, something particularly painful to them? [/QUOTE]
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