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Brian
Brian's picture
Consequences and Opportunities with more examples and explanations
consequences, opportunities

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.

I'm also confused about Brute squad consequences. The Brute rules say that taking damage from them is a consequence of a roll against them. But they also deal damage at the end of the round. Are those supposed to be seperate rules; a consequences during a risk, goand at the end of a round during an action sequence? Are they both supposed to apply? IE; at the end of a round, you take damage from them once if you didn't spend a raise to avoid the consequences and THEN they do their damage to all the PCs again (as a group)?

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Salamanca
Salamanca's picture
The damage at the end of the round IS the consequence damage of the Brute Squad. No paying that off during the round ( outside if dealing wounds to reduce the number). I ran a scene this weekend for an ambush. Villain springs a landslide and brutes on the hill attack with guns. Players needed to pay a 2 wound consequence for boulders by Action 3. They also needed a raise if they wanted to get up the hill to attack with melee. One squad had been upgraded to assassins so they shoot first and deal their wounds. Players then spent actions to shoot back, climb and attack, Dodge the boulder damage and a tempt was made to Pressure the villain into ignoring the combat to kidnap and flee with the seductress ( they wanted someone to tail to the secret base). At the end of that, the remaining brutes in the second squad shot their guns and dealt wounds to a player. On the second Action sequence round, all brutes went last as the trap had already revealed them and assassin really should not happen with revealed enemies. Before anyone asks, there is never a reason to save raises to deflect brute damage since knocking them out prevents them from dealing it in the first place.
Brian
Brian's picture

I think I know what you mean, but its not really, game mechanicallhy speaking, a Consequence, since a Consequence has specific game meanings, including being able to avoid it with a raise. :)

I think I get that they mean Brutes to trigger at the end in action scenes, and as a consequence during a Risk. I think. But its not all very clear. In fact, the interaction of risks, action sequences and dramatic sequences is all poorly explained.

Salamanca
Salamanca's picture
Well, you can certainly avoid the damage from a brute squad by spending raises.. If you had some left. But since they act last, you will, by definition, be out at that point. (Plus, if you are spending a raise to avoid the damage, you may as well spend the same raise to instead remove a brute.). The risk of a 5 man brute squad contains the consequence of them dealing somebody 5 wounds. So if the group spends 5 raises during the round, the risk is removed and there is no consequence. If they spend 3 raises on the risk, the squad is reduced and the consequence is 2 wounds (which is theoretically reduceable by unused raises should the player have them)