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Started by Seth L. Blumberg, August 26, 2002, 01:29:32 PM
Quote from: Seth L. BlumbergThe franchise started out with seven dice and wound up with three. Is this normal? Can it be avoided?
QuoteSecond, the players rolled a lot of sixes on Skill rolls, meaning that franchise dice piled up at a furious rate. However, no one really had an idea of how to wrap up the plot by the time they'd gotten the necessary franchise dice, and I wasn't sure how to guide them to a satisfying conclusion without taking away their sense of authorship. Some guidance on this in the rules would be welcome.
QuoteLast, there were times when I couldn't think of any halfway-decent plot complication to narrate on a low Skill roll, especially when the players were struggling to wrap up the scenario already, but I felt like I would be "cheating" if I didn't hose them somehow.
QuoteOh, and hardly anyone used Confessionals and those that did didn't use them effectively, but that seems to be normal for first-time InSpectres players.
Quote from: JaredDo you mean, ended up with 3 after the successful completion of the mission? Because remember, a 7-die Franchise should be getting 14-die jobs.
Quote from: JaredAlso, remember that you can get bonus dice from "Hazard Pay" missions and from using Characteristics during the game.
Quote from: JaredBe sure to explain the rules for Taking 4 and for Teamwork.
Quote from: Jared[W]hat I'd do is to keep the game going until it "felt" ready to end.
Quote from: Seth L. BlumbergThe problem was that the game felt ready, but with no single person "in charge" of the plot, the group couldn't figure out how to wrap up the scenario. Five heads were dumber than one. (We're mostly accustomed to Simulationist play, sometimes with a kicker of Vanilla Narrativism depending on the GM. Shared authorship is a new and difficult process.)
Quote from: Jared A. SorensenThe thing is, if they roll well, their solution will be "the right one" and you can roll with their decisions.
Quote from: Mike HolmesAt some point, just decide that, ironically, the last silly thing that they did was just the thing. Narrate how it worked better than they'd expected, or whatever. Then ask if they think that anything further needs doing. They'll feel the denoument, and work out a few ending rolls, or just narrrate to finish.Mike