Topic: [Galactic] Doubt?
Started by: Joe Dizzy
Started on: 5/21/2007
Board: Dog Eared Designs
On 5/21/2007 at 9:44am, Joe Dizzy wrote:
[Galactic] Doubt?
Hi Matt,
I'm gearing up for our Galactic game tonight, but I can't quite figure out how Doubt works. From the example on page 54 it seems that the GM re-rolls his Doubt dice, if he lost them during the conflict. And that they also inflict Trauma (like Trust dice do) on the respective crew-member. Is that right?
Also, is it possible for the Captain to somehow reduce the number of Doubt dice the GM gets from a crewmember? The example seems to vaguely imply as much ("...no more doubt for Bari."), but there's no other reference to it in the text.
On 5/21/2007 at 12:31pm, Matt Wilson wrote:
Re: [Galactic] Doubt?
Hey Georgios,
Thanks for taking a look so far. That text is actually a misprint. It shouldn't say "no more doubt." It should say "one less doubt."
Here's a recap of how players gain and lose trust and doubt and trauma:
• When the captain wins the crew agenda of a conflict, he or she gains +1 trust for the relevant crewmember.
• When the captain loses the crew agenda of a conflict, the GM gains +1 doubt for the relevant crewmember.
• When a trust die comes up as impaired, the crewmember gains +1 trauma, and the trust is reduced by -1.
• When a doubt die comes up as impaired, the crewmember gains +1 trauma, and the doubt is reduced by -1.
• When the crew player's d8 comes up impaired, the crewmember gains +1 trauma.
The 5 on that d8 is what does it. The other die, which comes up a 4, does nothing.
Hope that helps. The final version will have a nice table that recaps gain and loss just like I did here.