So here’s a challenge for everyone: read through the Hub & Spokes, get to the end, take advice, grab the Sword & pre-made characters, run sample session…flail around dangerously! (I had ordered my copy through the FLGS and couldn’t bear to wait anymore. :rolleyes:)
I wanted to get my campaign rolling so I invited people to come for a two hour learn-the-rules demo and realized as I sat down that I had no rules for Fight! among other things. It turned out to be worth the time just so that get familiar with the bits and pieces of the character sheet and dice-rolling mechanics (even if we couldn’t do combat, ah well, I was ready to improvise if needed), but I have a few questions remaining from my test drive (and from having since read through more of the rules in my physical copy):
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[li]I got into an argument with a player as to what constitutes as “scene” for the purposes of Advancement. I look at it from a very TV/movie perspective: changes in location, time, or dramatic conflict (e.g. rocks fall and suddenly people are in a chase scene), not a beat, as in, “well, Ssisz just got done arguing with us, so it’s a new ‘scene.’” Also, if it’s per scene, and there could be multiple rolls for a skill, do you always use the first occurrence? What if the player faces another level of difficulty later and that’s the one they needed? Do players get to pick and choose when they get to check off a box so long as it’s once per scene?
[/li][li]Duel of Wits: I assume this is just for super-fancy “skill challenge” sequences, not just your every day “I diplomacize the NPC.” I assume if the characters are just trying to persuade or lie to the city guards, it’s either an Ob test or a versus test. If the players are trying to convince each other, do they need to do the DoW or should we just RP it out? The Sword refers to the DoW extensively so I felt like I was doing it wrong, but once I read the rules, I was like, “Holy shit batman, rules much?” I may make cards with the various Feint/Rebuke/Point moves at some point when there’s a high stakes hearing or debate but until then, I think I’ll pass, or just have them roll against the Body of Argument with their various skills for a more complex exchange.
[/li][li]I don’t like rules. I have enough things to memorize in my day and would rather worry about crafting a story than adjudicating complex battles and debates. I’d heard BW was crunchy but also full of character-driven-mechanics goodness, so I thought I could brave it, but damn. Any suggestions and house rules people have for simplying the game are totally welcome.
[/li][li]Finally, I’m having a really epic campaign, inspired in part by Jacqueline Carey’s Sundering duology. Basic premise is that you’re on Saron’s side in the LotR, but your “Dark Lord” may not be as evil as his enemies portray him to be. Meanwhile, you’ve been branded a villain, and you’ve turned your back on or been forced from the Light side for your reasons, and you’ve been empowered to enact your Vengeance in exchange for your souls. Basically, one of their Beliefs will be tied to their Vengeance and they can start out with a Grey shade in a related stat and skill, since you’ve become one of Evil’s champions. I’m thinking I’ll need to start these characters with 6 or so lifepaths to create the kind of anti-heroes I’m after. Only thing is, I don’t want all 40-year old characters. Is there a guideline for “Prodigies” or other exception individuals who can have a lot of experience/skill without being middle-aged?
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