[Lacuna] Getting a handle on the pace of the game

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Christoph Boeckle:
Yes Ron, I'm aware of their true nature (it's explicit at least in Second Attempt, page 39 for example, and in your Nine Gram Medal writeup). I'm going the route of not telling the players about that and letting them discover it over the next few sessions, with some quite in-your-face situations where the issue cannot be ignored. I'll be using an approach similar to that which we discussed in some of my Sorcerer threads for suggesting possible backgrounds to characters.

By the way Ron, you said you played four full sessions in Nine Gram Medal. If I understand the rules for progression correctly, reaching the Black is directly correlated to being a Special Agent (that is, with clearance level black). This in turn takes at least 3+1 sessions, likely more. Is this only pertinent for Agents remaining faithful to the Company? Or did you base the progression on other things?
Tony you tie this to Static level. Did you chuck out the progression rules from the book or did you combine them with the Static rules?

The Dragon Master:
Keeping in mind that it's been about 9 months since I ran the game, I don't recall where I'd read this at, or what the exact reasoning was. After reading the book a couple times I came to the conclusion that Blue, Deep Blue, and Black locations within Blue City were geographical splotches that were (perhaps) caused by too much static buildup in an area, and that the clearance levels were an indicator of which locations you were cleared to start in and what you were deemed capable of handling. That it was nonetheless possible to stumble into a location you didn't have the clearance for.

I had kept the progression rules from the book, and just used them with the static rules from the book, coupled with my own interpretation of what I'd read.

I had been (at the time) playtesting a scenario I'd wanted to run at RandomCon 09, and the progression rules played heavily into that. I'd wanted to have a session consist of 3 missions, and allow recurring players to bring the same character back for the next session. That way the information they gained in each run-through wouldn't be lost, and they'd pick up some new info as well, dragging with them their personal static as they gained ranks. It never got past the playtest stage though.

Ron Edwards:
Hiya,

I'll have to review the pamphlet to be sure, but as I recall, the first version of the game had no specific rules about access to the various color zones. Or if it did, they were not easily distinguished from Agency rhetoric, as opposed to what could happen.

Best, Ron

Christoph Boeckle:
I gave this some thought, and I like your viewpoints. I'm making a note of them and see how future sessions develop.

Jared A. Sorensen:
page 39 says a lot of things.

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