help with IaWA
lumpley:
Ah! I get it. Doing setup by email is fine, if that's what you gotta do.
"Not get executed" isn't a terrible best interest, especially for 2 hours of play, especially if the character's second best interest is even a little better. You can nudge the player toward "escape" if you want, or just suppose that the player means something like "escape" anyway. But really it's the player who answers to the character's best interests, not you.
More questions welcome, always, or just let us know how it goes!
-Vincent
stefoid:
Well, OK, here is what I am proposing to the players for my NPCs, leading with my most powerful NPCs best interests. Are those best interests OK? Too vague, too , err, big? I havent got a concrete idea WHY those are the characters best interests yet, Im keeping it open.
Silver Tower inhabitant:
Name: Ugurnaszir the sorcerer
Action: d10 d6
Maneuvering: d12 d8
Self-Protection: d6 d4
particular strength - sorcery
Best interests:
1) Capture the Burglar
2) Destroy the squat town
Wayhouse traveller:
Name: Omid the travelling "merchant".
Action: d6 d4
Maneuvering: d10 d6
Self-Protection: 12 d8
No particular strength
No best interests yet.
Riverboat raider II:
Name: Javid the riverboat raider
Action: d10 d6
Maneuvering: d6 d4
Self-Protection: d12 d8
No particular strength
No best interests yet.
Squat towns person:
Name: Leili, a townswoman
Action: d6 d4
Maneuvering: d12 d8
Self-Protection: d10 d6
No particular strength
No best interests yet.
PARTICULAR STRENGTHS:
SORCERY:
This is the ability to perform feats of magic
significance 1
forms: PC directly. NPC action
it is far-reaching (Your character can use the strength to act beyond her normal human reach)
Noclue:
The best interests are a fine start. Now, as GM I suggest you wait until each of the players puts forward at least one best interest. Then you kick off another round of best interests. You can't properly aim until you have targets.
stefoid:
Well, we played. Players were positive and we will play another session in a few weeks. Was a bit slow during the first conflict or two. We kept wanting to just work with our initiative rolls rather than initiative, then turns, then answer. Took a bit of getting used to the idea that even though someone rolled badly for initiative, they got to reroll to answer.
As it turns out, the sorcerers best interest of destroying the town was pretty naff - it didnt really conflict with any of the PCs in a direct way, so nothing came of it. but the game also ended short due to the learning curve, so I suppose had we played at a better pace, I might of got a clue as to why the town needed destroying and conceived of a way for the sorcerer to act on it that would have caused him to come into direct conflict with PCs.
one question. The executioner wanted to kill the burglar. the burglar wanted to escape by headbutting the executioner in the stomach and running. The sorcerer in the crowd also wanted the burglar to escape, by way of blasting the executioner with magic just before he dealt the blow. Executioner wins initiative - I slice your head off! Obviously the burglar has to answer. But does the sorcerer also have to answer as his aim and the burglars are the same, or does he just wait until his turn and try to blast the executioner at that point. I guess the latter, and I also guess that is why initiative is rolled every round.
one more question. Every time someone acts or answers in a round, they can use different forms depending on the type of action, or are they locked into a certain combo at the start of the conflict? I guess the former.
David Artman:
Vincent's got your back already, but I'll try to answer and he can correct me if I bungle it.
Quote from: stefoid on March 12, 2010, 04:48:11 AM
Executioner wins initiative - I slice your head off! Obviously the burglar has to answer. But does the sorcerer also have to answer as his aim and the burglars are the same, or does he just wait until his turn and try to blast the executioner at that point.
Multi-party conflicts are... tough. I've handled them by letting whomever wants to answer, answer. As a result, two-on-one retains a "numerical advantage" in that they both will get to roll for an answer value, and either (or both!) gain Advantage. So, for you example:
* Challenge (Ex): I cut your head off!
* Answer (Th): (Roll high) - I slip out from under the axe, and it's now stuck in the block. (Roll low) - I squirm to avoid it, but you deal a nasty blow to my head anyway, ringing my ears.
* Answer (So): (Roll high) - The axe turns to butter at it strikes, splattering in your (Ex) face and partially blinding you. (Roll low) - Your dull mind seems to shrug off my arts, as if your are a sink for their magics.
I *think* I got into this habit from DitV's multi-party conflict, where a Raise can be "aimed" at any number of opponents (i.e. you can say who must See).
[blockquote]one more question. Every time someone acts or answers in a round, they can use different forms depending on the type of action, or are they locked into a certain combo at the start of the conflict? I guess the former.[/quote]Nope, the latter--you pick your forms at the start of the conflict and they are not switched until that conflict ends one way or the other. Yes, this can make for some oddity in the second and third rounds ("I keep rolling Covertly and With Love as I try to chop your head off in front of the whole court!").
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