[DiTV ] All the Dogs do is talk!

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phargle:
I am confused.  Can demonic influence dice be used by possessed people?  I thought they could only use their demonic relationship dice, while demonic influence dice could be used by sorcerers.  Letting possessed people - basically everybody subscribing to a false doctrine - use those dice makes things way different.

My problem with escalation is that an NPC might swing a punch, but the Dogs might have so much dice left that they can just blah blah a See and blah blah a Raise and never swing back themselves.  I'd _like_ to get to the point of "Is what you want worth hitting or shooting that guy?", but it's hard when the Dogs can blah blah all day long, except in situations where there is no moral dilemma (like a sorcerer).  I suppose I could pull the angry mob into play. . .

Thank you for the advice!

dindenver:
Hi!
  I thought the opposing NPCs always got demonic influence dice if the town was under demonic influence...

JC:
hey there :)

I'll echo some previous advice, and add my own:

1/ remember possessed people get demonic manifestations, some of which let them use their demonic relationship dice for stuff (sorcerers are the same, only worse)

2/ make things complicated for the PCs by giving them family or other emotional ties to the town's sinners and victims... suddenly they might find themselves on opposing sides of a conflict

3/ you get to pick the traits for the NPCs during the conflict... this is pretty powerful, since you get to pick traits that apply to the conflict, whereas PCs might not have that many traits that apply

hope that helps

Moreno R.:
Quote from: dindenver on January 24, 2008, 03:11:18 PM

Hi!
  I thought the opposing NPCs always got demonic influence dice if the town was under demonic influence...


I re-read the rules carefully about this after a player asked me the same thing. My impression from the rules is that:

1) if the town has a Sorcerer, avery conflict CAN have demonic influence, because the demons will follow the sorcerer orders, even if he order them to "help anybody who fight against these accursed dogs". They even can help the dogs. The only caveat is that they only follow the Sorcerer orders, and don't help anybody without that.

2) If the town hasn't a sorcerer yet, the demons only help the possessed in conflict (and the demonic influence is seen in the usual ways, in the healing conflicts, the conflicts with no clear opponent, etc.)

In my games I drifted a little the rules, because I misread them the fist time, and the demon act by their own choice and give their "help" (the demonic influence dice) to anybody in a conflict whose victory would help their cause, non matter if there is a sorcerer or not in the city. It doesn't seem to break the game or anything, until now.

John Harper:
A Raise is something your opponent can't ignore.

This is so important! Saying something that can't be ignored is very hard to do. "Just talking" isn't as simple as "Hey, do what I say." If you let stuff like that slide, then yeah, your Dogs will have Jedi mind control powers. My advice is to be a real hard ass about it. A legitimate Raise has to meet a certain standard, otherwise it's not a Raise.

Talk to your players about this. Tell them that if something can be ignored, it will be ignored. It cuts both ways, too. Your NPCs don't get to "just talk" and push their dice forward, either. Everyone has to find the right lever to make a legit raise that can't be ignored.

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