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Update to The Token System.
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<blockquote data-quote="Rune" data-source="post: 6231012" data-attributes="member: 67"><p>[MENTION=79866]sehmerus[/MENTION]:</p><p></p><p>That first scenario actually looks like it was a lot of fun! </p><p></p><p>That said, I'm going to tell you three things that will help you immensely while running the game:</p><p></p><p><strong>1:</strong> You seem to be having the same problem my brother was having at first when he ran games. He kept wanting to tell the player what bid would result in a success--effectively setting a target number. Don't do that. Instead, trust the players to set the terms of their intended actions based on the bids they are placing. If you feel their actions don't match the bids, tell them and let them adjust accordingly. THEN you place your own bid and increase the stakes. This game is designed to let the players define it's scope (and don't worry, the economy of token-exchange ensures that the system is robust enough to handle that). As a GM, embrace your role as a passenger.</p><p></p><p><strong>2:</strong> If you have enough tokens to spend (double your final bid), don't ever forget that you can combine attributes! In the case of your rent-a-cop, if he had a second attribute, say, Evasion at Rank 2, he could have run to cover while putting up some covering fire. For a cost of six tokens, the bid is all of a sudden three instead of one. This doubling of tokens allows for any number of additional attributes to be used. Also, don't forget that allies, circumstances, or the environment can provide temporary attributes that can be combined the same way!</p><p></p><p><strong>3:</strong> If you have one or more players who are consistently bidding one (for example, in a concentrated effort to wear down your tokens while building their own reserves) don't worry about it! The system is working as intended. Just make sure that those very many minor complications that the characters are accruing are suitably annoying and varied. They need not be directly applied to the character, either. Environmental complications are a great way to make a scenario feel cinematic. And try this: don't lay them all out as soon as you win a bid. Instead, hold some of those complications in reserve to spring on the characters in a dramatically appropriate moment.</p></blockquote><p></p>
[QUOTE="Rune, post: 6231012, member: 67"] [MENTION=79866]sehmerus[/MENTION]: That first scenario actually looks like it was a lot of fun! That said, I'm going to tell you three things that will help you immensely while running the game: [b]1:[/b] You seem to be having the same problem my brother was having at first when he ran games. He kept wanting to tell the player what bid would result in a success--effectively setting a target number. Don't do that. Instead, trust the players to set the terms of their intended actions based on the bids they are placing. If you feel their actions don't match the bids, tell them and let them adjust accordingly. THEN you place your own bid and increase the stakes. This game is designed to let the players define it's scope (and don't worry, the economy of token-exchange ensures that the system is robust enough to handle that). As a GM, embrace your role as a passenger. [b]2:[/b] If you have enough tokens to spend (double your final bid), don't ever forget that you can combine attributes! In the case of your rent-a-cop, if he had a second attribute, say, Evasion at Rank 2, he could have run to cover while putting up some covering fire. For a cost of six tokens, the bid is all of a sudden three instead of one. This doubling of tokens allows for any number of additional attributes to be used. Also, don't forget that allies, circumstances, or the environment can provide temporary attributes that can be combined the same way! [b]3:[/b] If you have one or more players who are consistently bidding one (for example, in a concentrated effort to wear down your tokens while building their own reserves) don't worry about it! The system is working as intended. Just make sure that those very many minor complications that the characters are accruing are suitably annoying and varied. They need not be directly applied to the character, either. Environmental complications are a great way to make a scenario feel cinematic. And try this: don't lay them all out as soon as you win a bid. Instead, hold some of those complications in reserve to spring on the characters in a dramatically appropriate moment. [/QUOTE]
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