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I'm a couple sessions into running my first 2nd Edition campaign, and there's a lot of work in generating consequences & opportunities for risks and scenes -- action scenes especially.

I have four Heroes, and on average they are generating probably 16 Raises collectively in an Action Sequence.

What are people doing in general to occupy players during a round? I'd love to get some examples of how people are building sequences.

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A bit of prep from my 2017 campaign.  Some random consequences to liven up brute fights on the docks.  Roll once for each player at the beginning of a new round.

Dockside Battle Consequences

d10    Consequence

1    Slip on a slick spot (oil, fish guts, etc)

2    Stumble on a loose plank.*

3    Backed up against a stack of barrels/crates (opp: higher ground)*

4    Step in a bucket of fresh/hot pitch (1 Wound, reduced movement)*

5    Fall off the dock into the drink.

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  • by Nightly Vagabond
  • Mon, 11/28/2016 - 01:03
  • 8 comments

I think I understand action and dramatic sequences well enough.

What confuses me a bit is when, through the course of normal play, a not-so-risky situation arises where a character's talents might be useful, and success or failure both make for potentially interesting twists.

Or perhaps when a single, brief danger is presented.

Let's take an example: A player is talking to a major NPC, but there are facets about this NPC that could lead to a new adventure entirely. However, it's not information the NPC himself is aware of.

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So I'm opening up my demo round with a "friendly" tavern brawl.  All the opponents are brutes.  It's really just meant to give the new players a taste of how combat works. But rather than everyone investing in putting down brutes, I want to throw in some colorful consequences for them to buy off.  Funny thing, a lot of these tthings are related to the fight and would probably be handled with pressure if the opponents were villains.  Here's a rough version of my list:

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  • by Cthulhu Netobvious
  • Thu, 09/15/2016 - 05:48
  • 19 comments

DISCLAIMER: Because some players just play games for fun and not to sit through lessons on Morality by Puritans.

This thread is a brief "thought experiment" to help us all better understand the diversity of ideas. Because if we close our minds and only accept what we believe is the "One True Path", then we fall into that "supposedly righteous" trap that surreptitiously leads to Corruption.

(a) Heroes are not always Saints
(b) Villains are not always Monsters

TAJ-07: Technopriest And Justicar Of 7thSea2e

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Hey guys!

I GMed my first game last week and I felt I was a terribad GM (because my consequences and opportunities kinda sucked).

Having slept on that, I had some kind of epiphany (I remembrerd a line from John Harper's Blade in the Dark): I can use weapon type to make some. i'll make sense fiction wise, can really give a style to various duellist (because player will have more idea and I'll could reuse them).

For instance, if Reinhard the eisen is fighting with a polearm, I can give him an opportunity to keep the vilain out of sword reach. 

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I like the idea of consequences and opportunites, but I'm a bit puzzled at how they were completely left out of the example of the action scene. From the description of risks, it sounds like the GM should always present consequences upfront. Is this not meant to apply to Action Scenes, but only to a one-off risk action outside of an action sequence?

Not sure what exactly to ask here...I just feel like some good examples of how to use consequences and opportunities in which action scenes would have been really useful.

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