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How to determine balance/ adjust modules for # of players

Posted: Wed 12 Jul 2023, 00:24
by psdao1102
Hey new here, and new to the year zero system, but not new to narrative dice pool systems (such as blades in the dark).

So as i understand it, the game isnt played with planned encounters, and I am super into that. Though if i look at the first module in the book there is a nearly forced encounter with "some syndicate thugs". So im wondering..

1. how many is some here? or is the 1 stat block supposed to represent a group?

2. If we are going to have combat that we think is going to happen, how do we plan for that? I think the default for the game is 5 players (since their are 5 ship roles) if we play with the prewritten modules/books how do we adjust for less than 5 pcs?

3. Also another point of clarity, it says that they will try to push the pcs over the edge. Which would be an opposed force skill check as i understand. But when do I have the pcs roll initiative here then? When Merez tells the gang to attack? or after the pcs say they attack? If initiative is rolled there doesnt seem to be any action for shoving in combat, what would be the speed for that action? Do they need to succeed on a melle attack first? Also in the future would that be true for like tripping or something?

Re: How to determine balance/ adjust modules for # of players

Posted: Tue 18 Jul 2023, 08:24
by Anung
im pretty sure i saw this exact post at /r/CoriolisRPG, and i saw the answers there. So im going to assume you got the answers you were looking for :)