Closed iancooper closed 2 years ago
This is a nice one for, for example, dungeon crawling type games. Should I treat the classic example of picking a lock as a mook with one resolve? That way the hero gets forward with any level success. And failure will give consequences even if you try again (I think it is ok to try again with chained contests) on the next round, instead of mindlessly trying again until you succeed. Or you can give up the prize and try other way in.
Should the text include a mention how to deal with abstract forces like locks and rivers? I suggest those are considered mooks.
Should the text include a mention how to deal with abstract forces like locks and rivers? I suggest those are considered mooks.
That is a good question. I think that I may need a section on 'impersonal foes'. It may be that you want an impersonal foe to have more than one resolve, to represent a complex problem to solve. I'm minded to think of BiTD clocks here - it takes x number of 'wins' to overcome this threat.
This one changes scored sequences to track damage, in the form of resolve.