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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 113 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Shock 1.1] Antag failures; antag credits  (Read 2562 times)
Neil the Wimp
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Posts: 76


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« on: January 21, 2008, 12:11:44 PM »

A couple of questions about Shock 1.1.

On p. 37, "Fallout for Failure".  The section starts:

"When you lose a Conflict, you gain something in return.

"If your Protagonist is the character who just lost..."

I was expecting another paragraph that started "If your Antagonist is the character who just lost..."  Are there any consequences for the Antag if hir fails in a conflict?

Also, Antags start with 13 Credits and use them to buy dice.  Do they every get any more Credits during the game?  Or is it intended that stories should only last for 2-3 conflicts per Protag?

Neil.
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TomTitTot
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« Reply #1 on: January 21, 2008, 12:36:54 PM »

In my experience (one game - it was amazing,. however Smiley ) having a benefit or somesuch for the Antagonist would imbalance things as intended, and in a fashion take focus from the Protag. Pretty sure it's intended as written.

Shock: is basically intended for serial one-shot play. Protags get 3-4 scenes/conflicts each, for the most part.
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Joshua A.C. Newman
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the glyphpress


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« Reply #2 on: January 21, 2008, 01:59:44 PM »

I just point at Tom.
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the glyphpress's games are Shock: Social Science Fiction and Under the Bed.

I design books like Dogs in the Vineyard and The Mountain Witch.
Neil the Wimp
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Posts: 76


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« Reply #3 on: January 21, 2008, 02:15:06 PM »

Thanks both for the prompt replies.

Neil.
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TempvsMortis
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Posts: 84


« Reply #4 on: May 13, 2008, 01:47:43 PM »

I actually have a question related to this. In the play example they initiated the final scene when the Antag ran out of credits, but in the book the only method it provides for granting the Antag dice is by spending credits. Is there something the Antag can do, or at that point is it just up to the Protag to succeed or fail on his own?
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