Hello, everyone!
First time post, but long time lurker~
Anyhow, I’m not a complete stranger to MG itself and currently running my third MG campaign. (First campaign has been slightly rocky, but the story was awesome and the players themselves despite being pushed to their limits enjoyed the story) (Second one was very short lived due to moving away)
Anyhow, I have couple of questions that I need answered due to the players questioning it or suggesting the idea of it that I couldn’t find in the book or I perhaps missed a sentence or two.
In the player phase, can people lend help to one another? For example, a Healer is going to try and heal Injured condition, and there’s another Healer in the group. Can that player get a helping die?
There was an argument based on the trait level themselves (Me vs the group argument) They were saying that level 3 traits is basically useless since it is usable only once, and that level 2 is better due to being able to get literally an extra die every turn (if applicable) in a conflict without it being used up. I tried to emphasis the possible role playing aspect of the level 3 by doing almost an impossible thing, not to mention being able to reroll all failure, but the group has been stubborn insisting that a die per turn better.
Also when it comes to recovering certain conditions, like tired or hungry/thirsty (in the player phase), can one player say I wish to purchase several comfy room for all my team mates (his end goal is to cure tire condition for him and his other team mate) can he do that? He did this before, and I didn’t really thought on how to handle it so I basically did the Resource check being at higher level. But I would like to know how you guys have handled it.
Another thing I’m having difficulty with is the group concept of the player phase: it’s all done in a day while they see GM phase as takes anywhere from a day to a week long. What can I do to make them not think that? Because of that thought process, they do nothing but heal, rest, try to get better gears, haggle and so forth.
I am having a small issue when it comes to conflict with the group. They were asking if death is hard to do (Killing) why would capturing be just as difficult? From that argument, they can just do a goal (if involving mice/weasels/animals) kill so that way they can just do capturing when that was their intention from the beginning. How do you guys deal with this?
In regards to failure, they seem bit fixed on the aspect of margin of failures. Every now and than, when they fail, one or two of the members would ‘remind’ me that the group hasn’t failed that horribly (3 success against OB 4) I told them that the margin of failures applies in very specific situation. But they seem bit discontent with that ruling, saying "If I were doing scout and I failed by one, that should not get my group wandering into an animal territory where it’s certainly dangerous. My thought to this was that, unless the situation states margin of failures, in general a failure is a failure.
Also in the chase conflict, can Nature be used in all 4 actions (Attack, Defend, Feint, and Maneuver) if they are, in this conflict running away from an animal? During this time, they can use weapons by using nature? Like Hook and Line/Bow?
Thanks everyone. I might edit it with more questions but I think that about sum it up for me