выглядит интересно! где можно купить игру без пэйпэла, по русской или иностранной карте?
gdmnsdgl
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thanks for your reply, things are clearer now! I do have a couple of follow-up questions:
A) Does the Devils Bargain you take when Embracing a Quirk provide the +1d?
B) If I risk spending a Trait every time I Resist, why not always leverage one granted I've still got Traits to spend? Is this about legibility (i.e. this trait doesn't fit here and thus can't be leveraged)? Or is it reserved for that one desperate final Resist roll when I'm outta traits and am risking Lethal Harm and thus being Taken Out?
C) Speaking of Harm: how do I make Minor and Major Harm actually matter mechanically? They provide additional Quirks and are thus seem empowering instead of being scary. Is it my job as the GM to, say, reduce effect, worsen position, or subtract dice by leveraging the harm the PCs have sustained? But if I do, this will surely remind the PC to Embrace said Harm as a Quirk--so do we do both? If Harm grants useful Quirks, what reason, if any, to try to avoid or get rid of it?
Anyway, thanks for designing this beautifully lean framework. I hope to adapt Plunged... for a series of artsy oneshots i'll be running next month--I'll make sure to share a postmortem afterwards :)
cool game! Seems like the most lightweight implementation of FITD. Got a few questions though. Question 1: The rulebook and the "game flow cheat sheet" seem misaligned on what embracing a quirk does: do you take -1d on a roll as you embrace it, and restore a spent trait, or do you take a devil's bargain? If the latter, do you get +1d? Question 2: How does reversing a quirk work, specifically? It's not mentioned in the book, but is in the cheat sheet. Question 3: I imagine a PC *must* leverage a trait when resisting, right? Does this mean they cannot resist if all of their traits are spent? Look forward to trying this game out. Thanks!