Just a quick question:
Healing, fallout, and how they're different in Dogs and Afraid.
When the healer Takes the Blow:
* In Afraid, in a healing conflict, the person being healed takes d8 Fallout each time the healer Takes the Blow.
* In Dogs, the person healed takes no Fallout.
Why is this different? I just played a Dogs game with a serious, involved healing conflict, and I couldn't help thinking that I wished the person healed had an opportunity to reflect that experience through some Fallout.
When the GM Takes the Blow:
* In both versions, the Fallout is generic "GM" Fallout, right? So it's only used for bonus dice to follow-up conflicts, except for unusual circumstances (like struggling with angels, demons, or people's souls, etc).
Is that right? It's as much as I've been able to gather from the back-log on this forum.
Quote from: Paul T on May 05, 2010, 10:25:34 PM
* In both versions, the Fallout is generic "GM" Fallout, right? So it's only used for bonus dice to follow-up conflicts, except for unusual circumstances (like struggling with angels, demons, or people's souls, etc).
Why do I not understand this? What's GM fallout?
James,
It's nebulous and mysterious, like the Trinity.
When you run a healing conflict, who do you apply Fallout the GM takes to?
Ah, now I understand.