Complications and Climactic Trouble
Posted: Sat 28 Jan 2017, 13:01
I've been running a couple of playtests by now and some key rules edits have come up:
1) Complications seem unclear
2) Helping kids is unbalanced
3) Sometimes, Trouble needs to feel even more intense...
So, for 2), I've decided to run with a quite simple rule from Mouse Guard (with some edits):
For the other two issues, I've made a rules edit sheet which I'd love for any playtesters to look through.
I've already played one session with these rules, and it ran smoothly.
1) Complications works better in Mouse Guard so I've stolen some clarifications from that game, but I've also removed the choice between a complication or a condition from pushing. So, now Pushing ALWAYS gives you a condition, and (just like the rules are now) you get that condition before you know the outcome of the second roll.
2) Climactic Trouble - for those times when a single roll just isn't enough. When you go up against the robot, or desperately make up a plan to get your friend out of the mad scientist's clasp. Here, you make a plan, set a goal (counter to the Troubles goal of, well, "putting you in serious trouble"), and then each Kid has ONE action. All successes are pooled and when everyone have acted, the total number of successes is compared to the Threat Level of the Climactic Trouble.
There's more to it, like compromises and checking conditions to get more successes if the rolls are bad, but please download and try it out:
https://drive.google.com/open?id=0B_icL ... GVlUEVJSGs
1) Complications seem unclear
2) Helping kids is unbalanced
3) Sometimes, Trouble needs to feel even more intense...
So, for 2), I've decided to run with a quite simple rule from Mouse Guard (with some edits):
- When a Kid helps another Kid, she doesn't roll. The Kid doing the main roll simply gets +1 dice, BUT the helping Kid is now bound by the result, meaning that failure automatically gives the helper a condition.
- Only one Kid is allowed to help, unless all Kids helping have a skill level that is equal to, or higher, than the number of kids helping: So, A kid with skill level 1 can only help on her own. Two kids with skill level at 2 or more, can both help (giving one dice each), and Three kids, all having 3 or more in the skill, can help at the same time. (Since +3 is the maximum bonus from any one bonus source - there you have the cap).
For the other two issues, I've made a rules edit sheet which I'd love for any playtesters to look through.
I've already played one session with these rules, and it ran smoothly.
1) Complications works better in Mouse Guard so I've stolen some clarifications from that game, but I've also removed the choice between a complication or a condition from pushing. So, now Pushing ALWAYS gives you a condition, and (just like the rules are now) you get that condition before you know the outcome of the second roll.
2) Climactic Trouble - for those times when a single roll just isn't enough. When you go up against the robot, or desperately make up a plan to get your friend out of the mad scientist's clasp. Here, you make a plan, set a goal (counter to the Troubles goal of, well, "putting you in serious trouble"), and then each Kid has ONE action. All successes are pooled and when everyone have acted, the total number of successes is compared to the Threat Level of the Climactic Trouble.
There's more to it, like compromises and checking conditions to get more successes if the rolls are bad, but please download and try it out:
https://drive.google.com/open?id=0B_icL ... GVlUEVJSGs