*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
October 26, 2021, 07:43:43 AM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 72 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
Pages: [1]
Print
Author Topic: [DitV] Environmental Factors?  (Read 4408 times)
jenskot
Member

Posts: 54


WWW
« on: October 19, 2004, 07:19:57 PM »

Quick question. Was there a reason environmental factors were left out of conflict resolution? Attributes, Traits, Relationships all affect conflict but basic things like cover and distance have been left out.

I've talked to a few people about this offline and have received several logical and convincing explanations but I wanted to hear what the rest of your thought.

Thanks!
Logged

Albert the Absentminded
Member

Posts: 25


« Reply #1 on: October 20, 2004, 05:55:49 AM »

If it's okay cover, add 1d6.
If it's big cover, and 1d8
If it's excellent cover, add 2d6.
If it's big _and_ excellent cover, add 2d8.
If it's crap cover, add 1d4.

-Albert
Logged
jenskot
Member

Posts: 54


WWW
« Reply #2 on: October 20, 2004, 07:45:26 AM »

Thanks Albert. Is this in the book? Or are you just using the rules for things for environment factors as well (which was my innitial solution as well).

The real purpose of my post was to see if there was a reason environmental factors were left out in person to person conflict. To see if it was part of some rational tied in with the basic game design. For example, high Acuity may already assume that you are using environmental factors to the best for your ability for the highest possible advantage. That's just one example.

Does anyone know the reasoning for leaving environmental factors out?
Logged

DannyK
Guest
« Reply #3 on: October 20, 2004, 08:11:45 AM »

I can't give any kind of official ruling, but I suspect it's to keep the narrativist flavor as pure as possible.  If you've got rules for using trees as cover, that dilutes the importance of Traits and Relationships.  I know from play experience that players will grup for dice from whatever source they can.
Logged
Blankshield
Member

Posts: 407


WWW
« Reply #4 on: October 20, 2004, 08:37:23 AM »

I'm with Albert.  Things you hide behind are still things, and fall under the rules for things.

Just narrate them in like you would any object:

"I pull my gun and wave it threateningly":d6+d4

"I duck around the corner of the house":2d8

James
Logged

I write games. My games don't have much in common with each other, except that I wrote them.

http://www.blankshieldpress.com/
Joshua A.C. Newman
Member

Posts: 1144

the glyphpress


WWW
« Reply #5 on: October 20, 2004, 11:01:05 AM »

Quote from: Blankshield
I'm with Albert.  Things you hide behind are still things, and fall under the rules for things.

Just narrate them in like you would any object:

"I pull my gun and wave it threateningly":d6+d4

"I duck around the corner of the house":2d8

James


Well, you might be able to introduce those things as you go, but most of the time, those are your sees and raises.
Logged

the glyphpress's games are Shock: Social Science Fiction and Under the Bed.

I design books like Dogs in the Vineyard and The Mountain Witch.
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #6 on: October 20, 2004, 03:09:29 PM »

Why didn't I include dice for environmental factors?

I'm just not interested in that kind of modeling. Notice that it's not only environmental factors - you don't keep track of your characters' bullets either.

That said, I agree with Albert too.

In the first couple-few sessions, every group is going to come to agreement about what gets dice and what doesn't. "Improvised things" might very well include the door that you slam in someone's face and the woodpile you hide behind. Does it include the trees you're dodging between? Depends on the group. Does it include the range you're shooting at? Almost certainly not.

J, I don't get your comment. You can introduce a thing and roll its die as part of a Raise or See. "I dive behind bro Bryce's woodpile, which of course he has one, and coincidentally it's Large [clatter clatter 2d6], so your shot misses" is a fine See, even if nobody's mentioned bro Bryce's woodpile before that instant. The limit is what's cool with your fellow players, which you'll work out on the fly, by trying (or never trying) just those sorts of stunts.

-Vincent
Logged
jenskot
Member

Posts: 54


WWW
« Reply #7 on: October 21, 2004, 07:02:45 AM »

Quote from: lumpley
J, I don't get your comment.

Which comment specifically?

Quote from: lumpley
In the first couple-few sessions, every group is going to come to agreement about what gets dice and what doesn't. "Improvised things" might very well include the door that you slam in someone's face and the woodpile you hide behind. Does it include the trees you're dodging between? Depends on the group. Does it include the range you're shooting at? Almost certainly not.

Quote from: lumpley
You can introduce a thing and roll its die as part of a Raise or See. "I dive behind bro Bryce's woodpile, which of course he has one, and coincidentally it's Large [clatter clatter 2d6], so your shot misses" is a fine See, even if nobody's mentioned bro Bryce's woodpile before that instant. The limit is what's cool with your fellow players, which you'll work out on the fly, by trying (or never trying) just those sorts of stunts.

This makes perfect sense to me. Thanks!
Logged

lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #8 on: October 21, 2004, 07:13:01 AM »

Oh! Jenskot, I'm sorry. "J" is Nicola.

That'll be good and confusing for everybody. Hah.

-Vincent
Logged
Joshua A.C. Newman
Member

Posts: 1144

the glyphpress


WWW
« Reply #9 on: October 21, 2004, 10:20:20 AM »

I thought I already made this post, but I guess not:

Quote from: lumpley
J, I don't get your comment. You can introduce a thing and roll its die as part of a Raise or See. "I dive behind bro Bryce's woodpile, which of course he has one, and coincidentally it's Large [clatter clatter 2d6], so your shot misses" is a fine See, even if nobody's mentioned bro Bryce's woodpile before that instant. The limit is what's cool with your fellow players, which you'll work out on the fly, by trying (or never trying) just those sorts of stunts.


What I meant was that it's not something that the GM's set up beforehand, it's just something you use during See and Raise. Obviously, if you're carrying around a shovel, you get its dice as soon as the conflict is physical (a digging contest, naturally), but it's not like you have to prepare all the stuff you're going to use beforehand, by laying out a map, or what-have-you.

I'll pay more attention to this next time we play. It's kinda neat; it gives more texture to the world if things are being explicitly used during conflict.
Logged

the glyphpress's games are Shock: Social Science Fiction and Under the Bed.

I design books like Dogs in the Vineyard and The Mountain Witch.
lumpley
Administrator
Member
*
Posts: 3453


WWW
« Reply #10 on: October 21, 2004, 10:57:16 AM »

Ah! Yep.

-Vincent
Logged
Joshua A.C. Newman
Member

Posts: 1144

the glyphpress


WWW
« Reply #11 on: October 21, 2004, 11:38:05 AM »

Quote from: lumpley
Oh! Jenskot, I'm sorry. "J" is Nicola.

That'll be good and confusing for everybody. Hah.


Oh, and that's "Nikola", with a "k". What kind of mad scientist would I be without a k in my name?
Logged

the glyphpress's games are Shock: Social Science Fiction and Under the Bed.

I design books like Dogs in the Vineyard and The Mountain Witch.
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!