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Paulus
Paulus's picture
Generating Consequences & Opportunities
consequences, opportunities

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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BluSponge
BluSponge's picture

This is something I've played around with to make brute fights more interesting.  It's still a work in progress, but the results so far have been positive.

Beyond that, its a great question.  I'm kind of in the same boat.  In fact, I posed a similar question a few weeks back.  7th Sea really wants action sequences to be more than "I attack", "I attack again", but is pretty light on guidance and suggestions to make that happen.  My...not so grand solution (again, work in progress) was this start for a reference aid.

I know some people have taken a page from Apocolypse World and use something akin to GM Moves:

  • Separate them.
  • Capture someone.
  • Put someone in a spot.
  • Trade harm for harm (as established).
  • Announce off-screen badness.
  • Announce future badness.
  • Inflict harm (as established).
  • Take away their stuff.
  • Make them buy.
  • Activate their stuff's downside.
  • Tell them the possible consequences and ask.
  • Offer an opportunity, with or without a cost.
  • Turn their move back on them.
  • Make a threat move (from one of your fronts).
  • After every move: “what do you do?”

I don't think that's a bad idea and am looking forward to the day when someone smarter and with fewer distractions really distills these down for 7th Sea.  But it's a good starting point.  The GM Screen is going to have a panel that...kinda does this (?) but not as succinctly.  I think in the end, there may be some magical alchemy between these and FATE's tagged aspects that we can mix together to come up with a solid, FAST, and reasonably complete GM Aid for the game.

Anyway, I hope this gives you some ideas to chew on.  Anyone else care to add to this stew?

Tom

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