Back and Spent Again: or, How Adventurers Pay The Rent
There's a start of session move called Pay The Rent. You lose some resources, based on conditions. In particular, you lose assets or else take harm. You lose Bonds or else take stress. You lose Credit or else take Jaded.
In a previous version, I had you pay rent when you came back from an adventure.
During a session, I realized I could do better.
When you come back from an adventure:
For each Harm taken, spend an asset. For each you don't, mark another harm.
For each Stress taken, spend a bond. For each you don't, mark another stress.
For each Jaded taken, spend a credit. For each you don't, mark another jaded.
You get no particular benefit from this, you merely stop your wounds from getting worse.
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How are these currencies obtained? This seems likely to fuel into a death-spiral and I'm curious what tools an adventurer can find to dig out.
ReplyDeleteJohn Dornberger Primarily through going on adventures. All of them.
ReplyDeleteThe secret is to get rid of your harm before you go on out, and the stress and jaded if possible.
Also, Sean Leventhal . Whatcha think?
ReplyDeleteI would be scared of a runaway effect where more aggressive players end up looking all the resources. But seeing it in play would be the way to go.
ReplyDeleteI also don't remember how hard it was too clear those three. Is there some kind of economy preventing everyone from more or less clearing them all every time? Are some classes better at clearing some than others?
Running out of harm boxes is bad. This can be mitigated by an appropriate asset, like armor. Make a roll, and on a 10+ you're OK. On a 7-9, bad things. On a 6-, worse.
ReplyDeleteRunning out of stress boxes is not fun. This can be mitigated by talking to someone about your problems. Make a roll, and on a 10+ you're ok. On a 7-9, lose a bond. ON a 6-, lose a bunch of bonds.
Running out of jaded isn't so bad. You get a jaded move, and roll to see if you screw up the Enclave. On a 10+, you don't! On a 7-9, you make an Enclave problem worse. On a 6-, there's a whole new problem to deal with.
Fixing your harm isn't so hard or erasing a jaded isn't so hard, and someone can do it for the Enclave by standing watch. And Bonds can help you move down stress.
That is, there's a direct and immediate incentive to take care of other people, and to hang out with each other. Because if you don't, adventure is going to get haaaard.
So, these things pop over but I don't think it'd be a downward spiral!
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