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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Covering Your Bases  (Read 3534 times)
Mike Holmes
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« Reply #15 on: September 08, 2003, 07:59:21 PM »

Huh, I think you're right (I think I was just simplifying). But the point remains, what's the point of spending Coins on Take Overs? There's nothing really to visualize when activating Traits, IMO.

"I activate Aragorn's Destiny to be King Trait to help Boromir, I get one die."

Nothing happens until the dice are rolled. In fact, I've seen people try to play advancing things, and it only leads to impossible cases.

For instance, if I activate a character's Fly Fastx2 to get rid of a bomb, and say that he's flying it away, then I've changed the context of the bomb complication. Which can be tactical itself, which makes it really problematic. Narrate as little in terms of "results" as possible when activating Traits. The only case you need to make is that of plausibility of activation.

Does that make any more sense? Like I said, it really doesn't matter whether characters change sides. I just don't see how it pertains. I mean, do I have to take control to activate sword skill Traits plausibly, but not Take Over to activate a wound Trait? Or does it make sense to do it both times? Where do you draw the line?

I mean, if it somehow makes sense to you to do the Take Overs, well go ahead (it seems you have the default rules on your side). I'm just not sure what the point is in terms of a Complication. If you Take Over Aragorn, I'm still activating his Destiny Trait. :-)

Mike
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