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Oceans 11 (Part 2)

🕑 Added 2020-04-26 11:05:54 +0000 UTC

Comments

Jon Raphaelson

having tried to adapt flashbacks to non BitD games, I'll counter a little, in that "stress linked to health" isn't quite true, and finding a good cost for flashbacks in a system that doesn't have a resource pool for it already is pretty hard. linking to health means you now have two ways to lose it, and balancing fights is difficult - too easy isn't fun, but even medium difficult can be deadly or dissuade from using flashbacks to conserve. I've also tried linking to money, but that didn't work out super well because my players didn't have the same visceral reaction to losing it, and it's harder to justify narratively. just some thoughts; BitD is an excellent game, and the flashback mechanic is brilliant, but part of why is that it's well balanced and woven into the game's mechanics pretty deeply.

Daniel Kline

Blades in the Dark has a brilliant way of streamlining planning that could be adapted to GURPs and works like heist movies. It’s worth checking out. You can read about it online in the SRD. Short version - players don’t plan. They start in-situ. They use quick flashbacks to adapt mid-scene. Show how they prepared for this outcome. Complex flashbacks cost stress, which is linked to your health.

tantonastic

Thank you Chris, Kieran, and Paulo for all the work that y'all put in to this show!


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