[DitV] On seppuku and saving throws vs. area effects
zornwil:
Quote from: jburneko on April 10, 2008, 03:49:53 PM
Quote from: lumpley on April 10, 2008, 06:20:08 AM
Here it is: when someone wants to raise and affect everyone, but can't come up with a single raise that would affect everyone, let them raise against everyone individually in turn, but using the same two dice.
For reference I've done something like this with group conflicts. Where I've raised with just two dice but narrated something different for each PC based on different actions within the opposing group. There was a group of bandits who attacked the PCs. With a single raise I narrated three different bandits attacking the three PCs in different ways. My players didn't have a problem with it.
Jesse
I''ve done that as well, but I've never done it in a sequence as Vincent suggested, which is pretty cool. And after dozens of Dogs games, I actually ONLY THIS LAST WEEKEND hit on the notion of letting Sees just be sequential and if it gets Blocked appropriately so the next PC doesn't have to deal with it, then so be it. To be honest, never occurred to me otherwise, and the only reason it happened was because I and the players forgot to let the intended target do their See after a PC stopped the Raising PC from performing the action, and narratively it made sense, anyway - and that Blocking PC was earlier in the Turn order. Which made sense, as the two PCs were racing to the target with their opposing intents.
The actual play is at http://www.story-games.com/forums/comments.php?DiscussionID=6655&page=1#Item_1
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