This is only placeholder text!With the new preview chapters (03 and 10) is the starting flavour text supposed to be in (what looks like) Latin?
I really like some of these ideas, especially the helping other Kids. Anything to cut down on dice rolling where it's not important to the narrative. I'm working on my game in the next week or two with my group of 7 players, so I'll see how the Extended Troubles ideas work out with a large group. Narratively, I'm thinking of splitting things up, so groups can go after different goals, such as the machine will be an extended challenge, the goshawk another and working with Gunnar could be a third. Hopefully, this will make each group feel important to the finale and ratchet up some tension for the big showdown.Also
Re: Helping/Assisting
I think I'd much rather remove the assisting kid's roll and instead put the following rules in place:
* the helping kid must have 1 or more in the skill to be allowed to assist.
* kid gives 1 dice to other kid's dice pool (in addition to any bonuses)
* only one kid can help
* kid is bound by the roll of the main kid - if she fails, the helper automatically takes a condition (not complication or trouble)
That would mean less risk, and fewer dice rolls.
In addition, one could allow the following rule as well:
* multiple kids may assist, but they must all have a skill level equal to or above the number of kids assisting. I.e. 2 kids helping out must both have 2 or more in that skill.
I would also suggest that bonus dice from help AND lead dice pool together can't be more than +3
So, dice available to player is (maximum):
* attribute +5
* skill +5
* items/npcs/info +3
* help/lead +3
Max total = 16 dice
I haven't playtested the game yet (hopefully will tomorrow, with actual kids in the game's age span), but reading the rules this is something I wondered too. Is taking a complication an automatic success? If not, what happens if the roll is failed?4) "Complications were tough to figure out"
What counts as a complication, or rather, do I succeed if I pick a complication (but have to, at a later point, face the result of that) or do I fail still?
Before you push the roll you decide what kind of price you want to pay, either a condition and if you succeed you really do it, or you try again without any cost but the result won't be as good as it could have been. So, if you choose consequense and fail, you only fail, ni other price.I haven't playtested the game yet (hopefully will tomorrow, with actual kids in the game's age span), but reading the rules this is something I wondered too. Is taking a complication an automatic success? If not, what happens if the roll is failed?4) "Complications were tough to figure out"
What counts as a complication, or rather, do I succeed if I pick a complication (but have to, at a later point, face the result of that) or do I fail still?
The Swedish text, at least, is not very clear on this point, as it says that "even if you succeed, some detail isn't as you had expected". That implies a re-roll should be made (but could also imply that even though you succeed, rather than even if), which sort of makes sense. I re-roll, and if I succeed I get a complication now or sometime later on top of achieving what I want. But what if the re-roll fails? Do I get a condition instead on top of failing or do I "just" fail?