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Beard Homestead
Beard Homestead's picture
Quickstart, first scene (and second), eight wounds or two?

I'm a bit confused by the quickstart, which I'm supposed to be running later today. I thought I understood the rules, but the adventure is throwing me.. It lists eight wounds as a concequence for both the first scene and the second, but then in the description of dice rolling it talks about it as if it is two wounds in the concequences. Eight sounds awfully high, two full dramatic wounds. and the desription talks about two, what am I missing?

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Doctor
Doctor's picture

It's 8 wounds treated collectively:  the 2 wounds thing is an artifact of a previous version of the QS. JWP confirms this on their website in the 2.0 FAQ.

“Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.”
- H.L. Mencken

Beard Homestead
Beard Homestead's picture

Okay thank you, now I should be able to run my game without any real problems.
 

Doctor
Doctor's picture

Glad to help. Let us know how it goes!

“Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.”
- H.L. Mencken

Salamanca
Salamanca's picture

Yeah, this headache was something I pointed out to the GM yesterday and it still got botched when it came up.

Having seen it in practice, I am of a mind that what we need is not simply listing collective wounds at any time.  Here's my reasoning.

I run big groups.  Most of the rest of you run groups that I would debate about having a session with such a small number.  If the collective number is 8 wounds, my group is dealing with less than one apiece and your group is likely handling 2 or more each.  that makes the adventure WAY too easy for my crew and way too hard for that group with 2 players. 

 

A work around I would prefer to see is a recommendation of wounds per character handled collectively. 

so instead of seeing a box that reads : "the players take a risk to avoid taking 8 wounds" we could have this sort of listing:

"the players must take a risk or suffer 2 wounds per player."  (or 2 wounds plus an additional 2 wounds per player if we need a little more danger)

NPCs could stay with their single listing but for environmental situations, it works better to balance this against players at the table. 

 

it would not hurt to simply list the damage as targeting "individually" or "collectively" as well.

Morgan Wolfe
Morgan Wolfe's picture

As someone who's usually the only PC, I support this idea :-).

Of course, my GM would adjust it himself, so it's not like it's that big a problem unless you have a new (or jerky) GM.

Morgan Wolfe
aka Capt. Doña Sir Kestrel of Avalon http://silver-gateway.com/7sea/

Salamanca
Salamanca's picture

when writing adventures, i have gotten into the habit of plotting threats based on player count at the table.  entries usually read something like "they face 4 brutes per player".  it just makes it easier for a different GM to work out what is the right threat level for the encounter.