Started by JC, March 15, 2008, 08:38:02 PM
Quote from: JC on March 15, 2008, 08:38:02 PM1/ I know that the Minion's More Than Human doesn't save the player from having to make a roll in the process of obeying a Command the Minion didn't resist. But sometimes, coming up with a reason to roll is hard.
Quote from: JC on March 15, 2008, 08:38:02 PM2/ When a Minion commits villainy, there seems to be no mechanical difference between a tie and a failure. We decided to have the Minion try again differently, in case of a tie.
Quote from: JC on March 15, 2008, 08:38:02 PMAnother issue one player had was that interactions between Minions, if they're conflicts of some type, tend to delay the end-game. This seems like a shame, since inter-Minion conflict is so cool. Any ideas?
Quote from: JC on March 15, 2008, 08:38:02 PMLast question: has anyone played MLWM GM-less? Does it lead to conflicts of interest? If so, can they be resolved with using an antagonist-system comparable to that of Polaris? And does it lead to a less consistent Master persona?
QuoteDon't think that Commands and player scene requests are what determines which dice rolls happen. The narrative determines what dice rolls need to happen. If a loyal sheepdog defends a Connection, then that's a Violence roll for the minion.