Revised edition changes

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Версия от 19:26, 30 апреля 2009; EvilCat (обсуждение | вклад) (Created page with 'So, the revised edition is not a set of new rules (good), mostly it just incorporates resources from their [http://www.indie-rpgs.com/ramshead/index.html website]. Many things ar...')
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So, the revised edition is not a set of new rules (good), mostly it just incorporates resources from their website. Many things are better written, there are more examples and Rules Gimmicks sidebars (list) all over the book. Useful! Also, the Complications chapter is almost rewritten, adapted for better group involvement. The rules mostly stayed the same (there are some new concepts, but they are natural part of complications).

Here is a list of things that I find useful:

Advice sidebars

Scene framing

When you frame the scene, don't think in terms "what would happen next?". Think of what cool scene you would like to see and go there.

Traits power

Although traits can list character's skills and perks, there is one more powerful use to them: story constraints. Once you bought a trait like "loves James" or "adrenaline addict", it's a fact. Other players must consider it even while they control the component. This is a way to set story in your direction.

Narration

There are two phases in the game when you have uninterrupted narration rights: scene framing and complication resolution. These are powerful tools to set story in your direction, too. (Although not as useful for play-by-post as for face-to-face or chat play.)

Clarifications

Relationship traits

There are two types of relationship traits:

  • Connection traits, like "Megans's boss". These are two-way: Megan automatically gets "Joe's employee".
  • Emotional traits, like "Hates John". Emotions are not automatically mutual. For mutual emotions, traits should be bought separately for each component. Don't know where does this put "disrespected by sailors" trait... It's emotional, but I see it as more important, defining for Alano than for sailors. Probably I should remove it from Will and men.

Complications

  • Source and Target side: there are two sides of complication, one is the source of it, and other is an affected side, the Target. (There can be more, but for simplicity sake, rules assume two.)
  • Aligned components: components can be aligned with either side. Those designated as targets by Originator are automatically on Target side, and the components in Originator's control that try to affect them (if any) are on Source side. Once a component is involved in the complication - his traits are drawn for dice - it's aligned with appropriate side.
  • Player's side: if a player has aligned components in his control, he is with that side, too. That means that you can't draw upon traits of his unaligned components to align them to the opposite side - you have to take over for that. If you align one of components by drawing its traits, you align his controlling player also.
  • Each committed player has his own dice pool. They are rolled separately, but the successes number add up for the side. Winning side's players narrate first (in order of bonus coin count, ties go to the nearest player to Originator), and losers last (likewise).
  • If you draw upon a beneficial trait to the component to add dice, the die goes to his controlling player's pool. But you can draw upon it to remove dice from the opposite side (from one of appropriate pools). Likewise, if you draw upon a detrimental trait to remove dice, the die is removed from his controlling player's pool.
  • For dubious traits, beneficial or detrimental use is determined by the player narrating the draw. Of course, each trait can be drawn only once for each complication.
  • Aligned components are immune to take overs. Unaligned can be taken over normally.

Ties

If both sides' successes are tied, the side with higher sum of successes get the edge die (it goes to the pool with most successes, or to the player closest to the Originator in case of a tie). If sides have same sum of successes, add edge dice to both. Reroll. (Keep adding edge dice and rerolling until the tie is broken.)

Edge dice generate coins as normal, like other dice in a roll.