So my Tenderpaw, Brannigan joined his first patrol last night.
Brannigan the Tenderpaw
Moustafa the Patrol Leader
Rosalie the Guardmouse
Our first mission was to go to Grasslake and drive off a Snapping Turtle. I suggested using Loremouse to tell the turtle to leave (“Tasty fish on the other side of the lake. Go away”). I use Beginner’s Luck and have 1 die to roll against Ob 5. I use my Bold/Inquisitive traits against me, and don’t roll. +2 checks.
I’m still not sure I’m getting the order of operations for Beginners Luck and negative Traits right. The book says to add bonuses from gear, help, and wises, then divide by 2, then add persona points or tapping nature. But where to positive/negative traits go?
Of course I fail, and the twist is that the turtle attacks us. The other two come to bail me out and we have three teams for the conflict.
Team 1: Brannigan (drive off the turtle)
Team 2: Moustafa/Rosalie (drive off the turtle)
Team 3: Snapping Turtle (eat a mouse)
Ending dispositions:
Team 1: 0/8
Team 2: 2/7
Team 3: 0/14
I’m still not sure how multiteam compromises should go. I’m starting to think that I should have been left for dead (-1 Resources/-1 Circles). The GM decided that I was injured and wanted to cut off my Longtail trait. But the table chatter was against that, so she said it could be sewn back on.
After the fight, we were asked by the townsfolk to help rebuild, so I suggested using my Carpenter know-how (2 +1 laborers +1 tools) to lead the efforts. I traded away two dice with Longtail/Bold and failed again. +2 checks.
Then in the player turn, I wanted to take every other turn since I had 4+1 checks, while everyone else had just their freebie. The GM thought it wasn’t fair. I’m pretty sure the book just says no consecutive turns.
After the session, the Patrol Leader’s player said that it didn’t seem right trading away dice when there was no chance of success to begin with. But he wasn’t any other time, either. I think he’s stuck in “Win Mode” from his time with D&D.
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Can you trade away 2 dice using two negative traits?
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Can you trade away dice when you can’t succeed?
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Can you trade away your last die?
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Can traits be taken away as part of a compromise or a DM imposed obstacle twist?
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How do multi-team compromises work?
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Can you take every other turn in the Player’s Turn if you have lots of checks?
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Do traits (positive or negative) apply before or after dividing by two when using Beginner’s Luck?
a. (Will+Trait)/2
b. (Will/2)+Trait -
How would you go about helping other players break out of their shell and try to fail more?
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Isn’t this game the best? Thanks Luke.