[DitV] I'm not sure if I'm getting the rules completely
Shoo:
Hi all :)
I'm going to run my first DitV game tomorrow, but I still feel that don't understand some parts of the game. If anyone could explain them to me, I'll be very grateful. :) Sorry for my English, my native language is Ukrainian.
1) Fallout seems to contain all sorts of options - both "good" ones that make character more powerful (more likely to win future conflicts) and "bad" ones that make him weaker. I understand that getting 1d4 traits is going to "bring trouble", but it is still a competitive advantage. What is the reason for players to ever choose "bad" options? My players come from D&D background and the idea of making a character weaker would seem strange to them.
2) How objective sin is? E.g., if Dogs say that it's not a sin to have sex without marriage and everybody in town starts doing that - would demons be able to influence town? What Dogs say is doctrine, isn't it?
3) Is initiation important? I have ~4-5 hours for this game. What would be better to give players a feel of the game - to try to fit both initiation and town in one session, play town right after creating characters or split initiation and town into two sessions?
Shoo:
Two more questions :)
4) Can there be conflicts between Dogs? Can one player say "I persuade your character that ...", start a conflict, win it and thus force another player to do as he wants?
5) What if player says "I persuade this sinner to repent and not to sin anymore" - is it a valid stake? Why can't Dogs use this in every town on every sinner?
lumpley:
I like to answer rules questions. These are good.
1) It's just fine for the players to always choose only the good options. Some players occasionally choose the bad ones, but no player needs to.
2) In town creation, the GM says what sin is, objectively and with finality. The Dogs' in-play judgments have no power to change this procedural point.
What Dogs say isn't doctrine.
3) Initiation is important! If time's short, do have initiation, and be prepared to stop play before you've resolved the town. It's better to do character creation and initiation than it is to finish the town.
4) Everybody has to agree to the stakes of the conflict. If "I persuade your character that..." is okay with the other player, it's okay.
It's much, much better to go with stakes like "your character goes along with mine" than "I persuade your character." As GM, step in and reword stakes aggressively, when they seem iffy.
5) If "I persuade this sinner to repent and not to sin anymore" is okay with you as the GM, it's fine. Otherwise, no, it's not valid - everybody has to agree what's at stake. Again, reword stakes aggressively, and push for smaller stakes whenever you can.
Followup questions welcome!
-Vincent
jlarke:
Shoo, about the "bad" outcomes from Fallout, the appeal becomes a little clearer after you've played for a while. A player might start with a character concept that says his Dog is a man of peace who never shoots first. Three towns later, he has a character sheet full of traits like "Shoot the Sorcerors first 2d4" and "Always vigilant for ambushes 2d6." Those are useful traits, but wow, this man of peace has become a hardened shooter. The player can embrace that by improving or increasing those traits, but he's also free to show the character returning to his code of peace by reducing or eliminating those violent traits.
Simon C:
A mistake we made when we started was to wait too long to get to the "judging" part of the town, the bit where the Dogs know everything that's going on in the town, and they decide what to do about it. We'd spend too long making sure we had all the information before making a move. That meant by the time we got to making judgements, we were all tired, and rushing to get done for the night. Don't do that!
As GM, do what the book says, and reveal the town as quick as you can. Especially with players coming from a D&D background, they're going to be expecting to be hunting out the sin, uncovering secrets and stuff. This should be like 10-20% of the town, tops. The rest should be them deciding what to do about it, doing it, and dealing with the fallout from that. Read the GM section again, because everything in there is gold.
Also, encourage the players, and don't be afraid to give them "out of game" information. Go ahead and say "I think you know everythibng there is to know now", as well as "You can see this guy is lying" and "She's hiding something".
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