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Topic: GM Fallout during Initiation?
Started by: MarcoBrucale
Started on: 10/10/2005
Board: lumpley games


On 10/10/2005 at 3:58pm, MarcoBrucale wrote:
GM Fallout during Initiation?

Yesterday I finished reading DitV for the first time. My very short review of this book: it should be mandatory reading for anyone even remotely interested in playing RPGs. The 'how to GM' section in particular, which in most RPGs is a kind of tribute to wasted printer toner, is perhaps the best ever written for this style of play.
If no one from my usual group will demonstrate a willingness  to play DitV, I think I'll consider escalating to physical and beyond :-)

I have a question regarding initiation. Do the fallout dice that the GM collects have any further impact once the conflict is resolved? I ask because in one of the examples in the book, the GM takes the blow on a player's raise, and then raises big with a couple of d10s. The fact is, I can see (as the GM) how to decide when to do that when playing a specific NPC. But during initiation? I wouldn't have a clue.

Suggestions and thoughts would be appreciated!

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On 10/10/2005 at 4:09pm, Vaxalon wrote:
Re: GM Fallout during Initiation?

Not really.  Ordinarily it would have an impact on followup conflict, but there isn't any.

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On 10/10/2005 at 6:05pm, lumpley wrote:
RE: Re: GM Fallout during Initiation?

Fred's right.

During initiations, GM, feel liberated to take all the fallout you want!

Oh, unless you are playing a specific NPC or group of NPCs. Then they can take fallout same as always. For instance: if a Dog-to-be shoots the theology instructor, yes, she can kill him.

-Vincent

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On 10/10/2005 at 6:20pm, Vaxalon wrote:
RE: Re: GM Fallout during Initiation?

I have an idea for a second edition (if there ever is any)... give each PC a free relationship with his/her mentor at the Dogs Temple.  Any fallout the GM takes during the initiation falls on the mentor.  The relationship also makes a good target for fallout the PC's take.

This could concievably make the mentor less able to help the PC out at a later date, if he should come up in play (and in a long-running game, he might very well do so).

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