Started by James_Nostack, February 28, 2009, 01:35:59 PM
QuoteSome advice on how to deal with a "turtling" Trollbabe would probably be helpful too.
QuoteIs there a point to distinguishing between the Stakes and the Consequences?
Quote5. Let's say there are several NPC's involved somehow in a conflict with the Trollbabe. Can that player then create relationships to each of those NPC's based on that one conflict? (I.e., looking for one person with the help of two others = three relationships?)
QuoteTrollbabe exists at this weird junction between the Muppet Show, Bakshi's Wizards, Tomoe Goezen, and the Brothers Grimm, which is a very fruitful place imaginatively.
Quote1. Trollbabes with numbers close to either extreme appear to be at a very serious disadvantage in the game. The GM can, if she were a total ass-wipe, declare a whole string of unfavorable conflicts, which would just pummel the player horribly. Alternately, if the player declares a favorable conflict, the GM could always add the Social action type, screwing the player again. (I'm not saying this would ever happen among non-ass-wipes, but the fact that it could happen at all is pretty weird.)
Quote2. Let's say in Conflict 1, a Trollbabe gets Incapacitated. Some time passes, we frame a scene where she recovers back to Injured. She then gets involved in Conflict 2, which features two different Action Types, and therefore she rolls two dice. Both dice fail. Does this mean that she's straight Incapacitated again? Poor Paul kept running into this repeatedly in the game. (I should mention that this was the nightmare scenario about Injury, I think, that fortunately never arose in our first session, but kept coming back to haunt me during our second session. I felt a very strong need to hand-wave Thora's injuries away, in part because it would spare me from having to parse the text, and to be nice to Paul. It seems there's something very close to a death-spiral there.)
Quote3. It looks like an extremely clever and socially attentive player could run rings around a GM, first by initiating conflicts (which looks like it's a key skill in the game as it allows players some Director-level stance over the scenario), and then by clever use of Goals, would never need to spend re-rolls until a real emergency. She runs the risk of being repeatedly being discommoded in conflict after confict, but because she never re-rolls she doesn't get clobbered. Meanwhile she can narrate failure to avoid severe problems - and who knows, maybe she'd win. This appeared to be Dave's approach with "Ingrid"--I don't think he spent a re-roll the entire game, and he was clever enough about avoiding conflicts or stating his Goal so that losing the conflict was usually a pretty mild occurrence. This is in contrast to Paul, who kept going for re-rolls and getting hammered. Snagging re-rolls is a fun thing, mechanically and narratively--but it looks like it's not "optimal" play to the extent such thoughts apply to the game of Trollbabe.
Quote4. What happens if two Trollbabes team up to take on one villain (having complementary but different Goals)? I ended up running this as two Conflicts in series, rather than in parallel, but I wasn't sure if there's a preferred approach.
Quote from: angelfromanotherpin on March 07, 2009, 09:28:18 AMI just want to say that I find it hilarious that each of your Trollbabes specializes in the magic of the species they've never interacted with. In my experience, most players see the two-choice species-specific Magic specialization as the indicator of which of the two peoples they are more familiar with.