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I was sold from the minute I learned that the "dispatch other people in combat" skill was openly called Murder instead of Combat, Melee, Attack, or whatever. For a quickstart with something like a paragraph of setting material, the mechanics themselves do a surprisingly good job of setting an appropriate tone for what you should be doing, where you should be doing it, who you should be killing, and how bad you should feel about it afterward. (This amount of bad is "none bad" as far as I can tell) I am praying that with Null Vector, I will finally be able to run a Shadowrun game in a system worth half a drat.
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# ¿ Apr 15, 2015 20:36 |
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# ¿ Apr 20, 2024 00:06 |
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I admit to mostly running Dungeon World/Fellowship, but as I'm looking through the new Quickstart, the same advice should be vaguely applicable. A partial success is first and foremost a success. Maybe a temporary success, but a success. Quickly thinking of partials is really a question of "how long is this situation going to hold together, and how many ways can it fall apart." I usually just go with the first, worst thing I can think of and hope the players find a way around it, or even a way to turn it to their advantage. You don't usually need to agonize too much over it, since losing game flow to brainstorm a perfect result is usually a bad trade, and frankly if your players are anything like mine they won't notice how thrown-together your dangerous situations seem in your head. The best way I've found to deal with quantum equipment is ask the player themselves what they lost. Something like, "in the scuffle, something important that you knew you were going to use is caught on a snag and is torn away. What was it?" The problem of "your quantum equipment is reduced" is compounded by "you probably didn't have another one of these." The player immediately feels hit with a specific loss in a game where specific loss can be fun and exciting, and you can immediately follow up with a new hook where what they lost would've really come in handy.
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# ¿ Mar 8, 2016 14:03 |