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Started by David Berg, September 15, 2009, 06:46:03 PM
QuoteA Turn is the time in which a single player narrates the actions of a single character under their control (either their own PC or an NPC that is not in conflict with their own PC). The Turn ends after any dice come into play and their impact is resolved, or the player declares that they end their turn. Then the next player (in a clockwise rotation) takes their Turn. Dice come out when your character tries to do something and (a) that opposes the established intent of another character, or (b) you succeed unopposed, and must calculate how much Inconvenience you inflict.The character's activities are considered to have "happened" once the next player begins their Turn, so while it's still your Turn you have time to say, "Oh, no, wait, I don't want to do that, I want to do this instead," and other players have time to use ¡TILT!.
Quote from: David Berg on September 15, 2009, 06:46:03 PMHowever, it occurs to me now that I might have simply misinterpreted the rules, and that Dan is allowed to "establish an intent" counter to an action I took on my turn while it's still my turn...? In post-game discussion, Dan and Merlin were highly in favor of this.
QuoteRole-playThere was next to zero in-character speech.
QuoteDrive and InconvenienceDan was a favorite target and lost a lot of rolls, racking up huge amounts of Inconvenience. He was Bored, Pinned, and Shrunk all at once. However, he kept in the action by constantly using his powers to create more of himself. This was really funny, so Merlin and I didn't think to stop him or make him pay for it.
QuoteI had to remind Dan and Merlin to write down TILT when they made me laugh -- though they did pick up the habit near the end.
Quote Tracking objectsWe actually spent a huge amount of play interacting with all the setting features that got narrated in. Good action comedy needs props, and we added a bunch during scene framing, and a bunch more with Twist and Endowments during play.I kept a list in the center of the table for everyone to refer to, which was key. Just about every action involved rolling some dice from the present objects.
QuoteDan's powersMaybe the incredible breadth of his chosen powers should have dictated fewer dice or smaller dice or something.
QuoteAnyway, in addition to dodging Inconvenience, he also had a brilliant moment where, during framing a scene initially cast as an intro to Horthrex at his evil machinations, he contributed "Fly on the Wall". He then waited until a convenient moment and, on his turn, used his "turn into anything" power to say, "That was me! The fly turns into a monkey!" I dunno if that's a rules abuse. But it was funny.
QuoteThe ending: the monsoon and volcanic eruption destroyed Horthrex's base while Arnold helped Monkey escape; a submarine with Dancing Wren's production staff showed up to argue with him about the script, and he took shelter there during the final catastrophe.
QuoteRe: Drives: "trigger" is supposed to mean "makes you want to act." The "satisfy" thing is outmoded.
QuoteBrawn 1d6 = skinny pencil-necked geekBrawn 5d6 = Incredible Hulk Stapling 1d20 = stapling (highly specific) sometimes helps me accomplish things. (not very prevalent)Stapling 5d20 = Through stapling, which strengthens me, I can do all things. (very prevalent)
Quote from: David Berg on October 03, 2009, 11:43:26 PM"The best parts weren't when we specifically tried to make each other laugh. The funniest stuff just happened... when we just played the characters and used the stuff on our sheets and the twists, and it was funny in the situation at that moment."
Quote from: David Berg on October 02, 2009, 01:34:32 PMOf course, pre-play, rules arbitration just felt like "getting it right", not like BRINGIN' IT.
Quote from: Marshall Burns on October 29, 2009, 06:36:22 PMWhen a rule gets missed in my games (any game, not just SAN!), and we notice it when it comes up again, it's like, "Ok, we missed this the first time, but let's get it right now." Or, occasionally, "Y'know, let's just house-rule this out, ok?"
Quote from: Marshall Burns on October 29, 2009, 06:36:22 PMRegarding competitive chargen: I don't mean to be negative, but I have no idea what that would look like or how it would work.
Quote from: Marshall Burns on October 29, 2009, 06:36:22 PMAnd that's what gave me the idea:Specifying what, how, when, why, or to/for/at whom increases your trait by 1 die size, per thing specified.
Quote from: Marshall Burns on October 29, 2009, 06:36:22 PMFinesse is gonna be changed to "Skill" in the next version. Because everyone I've played with manages to have a very different interpretation of what "Finesse" means from me.