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What is the point of GM's notes?
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<blockquote data-quote="hawkeyefan" data-source="post: 8267009" data-attributes="member: 6785785"><p>What information would a PC be looking for that would not be useful? And if there are no stakes...nothing gained on success implies nothing lost on a failure...then why are dice even being used? </p><p></p><p>Do you have an actual play example of this? Not some hypothetical designed to fit this specific situation, but an example that came up in play? </p><p></p><p>It seems to me that this would be so unlikely to not be a concern at all, but if you have an example that helps explain I’m interested in hearing it. </p><p></p><p></p><p></p><p>You don’t see how most of that information would prove useful to PCs? </p><p></p><p></p><p></p><p>As others have explained, Flashbacks are potentially costly. They also aren’t carte blanche to just decide whatever you like. To have a specific item, it needs to be available in your inventory, or else it needs to be acquired as an asset, which is a Downtime Action.</p><p></p><p>So if you wanted to perform a Flashback to say that you somehow obtained a protective item to help you, you’d have to Flashback and then Acquire an Asset, which would cost 1 Coin in addition, and then you’d have to explain how you did it, and make the appropriate roll. </p><p></p><p>The mechanic is very connected to other game elements, specifically Stress use and Downtime Actions, so fully understanding the impact is tricky without grasping the way all these cogs fit together. </p><p></p><p>It’s a meaningful decision, which is why I enjoy them. In the game I’m currently in, I think that our 2 player crew has used maybe 2 Flashbacks over the course of about 7 scores. Maybe 3? </p><p></p><p>Where as with D&D, past events are being established routinely all the time. It’s just not in such an overt way from the player side, not without being “approved” by magic or some appropriate skill or ability.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8267009, member: 6785785"] What information would a PC be looking for that would not be useful? And if there are no stakes...nothing gained on success implies nothing lost on a failure...then why are dice even being used? Do you have an actual play example of this? Not some hypothetical designed to fit this specific situation, but an example that came up in play? It seems to me that this would be so unlikely to not be a concern at all, but if you have an example that helps explain I’m interested in hearing it. You don’t see how most of that information would prove useful to PCs? As others have explained, Flashbacks are potentially costly. They also aren’t carte blanche to just decide whatever you like. To have a specific item, it needs to be available in your inventory, or else it needs to be acquired as an asset, which is a Downtime Action. So if you wanted to perform a Flashback to say that you somehow obtained a protective item to help you, you’d have to Flashback and then Acquire an Asset, which would cost 1 Coin in addition, and then you’d have to explain how you did it, and make the appropriate roll. The mechanic is very connected to other game elements, specifically Stress use and Downtime Actions, so fully understanding the impact is tricky without grasping the way all these cogs fit together. It’s a meaningful decision, which is why I enjoy them. In the game I’m currently in, I think that our 2 player crew has used maybe 2 Flashbacks over the course of about 7 scores. Maybe 3? Where as with D&D, past events are being established routinely all the time. It’s just not in such an overt way from the player side, not without being “approved” by magic or some appropriate skill or ability. [/QUOTE]
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