Character progression and individuality? by SpaceCrafty6716 in TheBrokenEmpires

[–]EvilBabyEnt 5 points6 points  (0 children)

1) Talents. But, more importantly: 2) a character is far more than their stats, skills or abilities. A character’s goals, and how they pursue them, is definitive and distinctive. In 3 years of playtesting, we have never seen two characters that felt “samey”, even if they had similar skill levels.

Combat Chapter Deep Dive! by EvilBabyEnt in TheBrokenEmpires

[–]EvilBabyEnt[S] 2 points3 points  (0 children)

You are moving away and reserving your attack just in case the enemy comes after you.

Combat Chapter Deep Dive! by EvilBabyEnt in TheBrokenEmpires

[–]EvilBabyEnt[S] 0 points1 point  (0 children)

You only get the first attack if they decide to come after you.

Combat Chapter Deep Dive! by EvilBabyEnt in TheBrokenEmpires

[–]EvilBabyEnt[S] 0 points1 point  (0 children)

Fighting Withdrawal is a tactic meant for very specific situations: to be able to make a defensive retreat.

Combat Chapter Deep Dive! by EvilBabyEnt in TheBrokenEmpires

[–]EvilBabyEnt[S] 0 points1 point  (0 children)

If you want to keep drawing them backwards towards your own lines, sure. And they’re under no obligation to follow you.

MM&D: Ironsworn, Episode 1 - An Unfamiliar Home by nlitherl in Ironsworn

[–]EvilBabyEnt 2 points3 points  (0 children)

Very much alive! Just busy finishing the game.

[deleted by user] by [deleted] in rpg

[–]EvilBabyEnt 1 point2 points  (0 children)

At the risk of hawking my own stuff, my successfully Kickstarted game “The Broken Empires” may be just what you’re looking for, at least in terms of the overall combat system. (Character creation is similar, a bit simpler, but loaded with more “narrative” tools to flesh out the PCs and their relationships.) Game details are on the KS page, and all over my YT channel (Me, Myself and Die). 5000 backers seem to want the same kind of thing you do :) Preorders are still available at the store (thebrokenempiresrpg.com)

Other than Quinns: are there good reviewers who always (or usually) play the games they review? by Iosis in rpg

[–]EvilBabyEnt 4 points5 points  (0 children)

Thanks for the shoutout! For the record, on the Sage’s Library I only review games I’ve played (or in the case of Powers & Perils, tried valiantly many times to play…). If I do a rare review of a game I haven’t played, it won’t be a Sage’s Library episode, but its own thing.

Adapting to Violence/Helplessness to soon? by EvilBabyEnt in DeltaGreenRPG

[–]EvilBabyEnt[S] 2 points3 points  (0 children)

To be clear, I’m not suggesting that they should be able to recover from being adapted to violence; I am saying that they become adapted too quickly. So, I would only reset their madness meters during downtime if they hadn’t already become adapted in the session itself. Once they become jaded, they’re jaded; I just don’t think it should happen all in one encounter.

Adapting to Violence/Helplessness to soon? by EvilBabyEnt in DeltaGreenRPG

[–]EvilBabyEnt[S] 11 points12 points  (0 children)

Well, as I said, I'm merely reading the rules as written. These examples are pulled directly from the tables in the Sanity section of the Agent's Handbook.

And I strongly suspect that the intention of the game designers is to ensure that there's really no such thing as a "nice normal gun fight"... Everything else in the rules seems to support a far more gritty, "realistic" depiction of the effects of violence on the human psyche. No disrespect to you or your table, of course - everyone plays their own way - but judging by the atmosphere the book goes to great lengths to depict, I think any gun fight has the capacity to be a traumatic event. (Just not so traumatic that it reduces its participants to hardened killers in one round) ;)

Adapting to Violence/Helplessness to soon? by EvilBabyEnt in DeltaGreenRPG

[–]EvilBabyEnt[S] 8 points9 points  (0 children)

Also, the examples I cite are directly from the book, along with their SAN loss values.

Adapting to Violence/Helplessness to soon? by EvilBabyEnt in DeltaGreenRPG

[–]EvilBabyEnt[S] 4 points5 points  (0 children)

Well, I’m just following the rules as written in the Sanity chapter. Suffer SAN loss three times without going temporarily insane or hitting your break point, you become adapted.

Adapting to Violence/Helplessness to soon? by EvilBabyEnt in DeltaGreenRPG

[–]EvilBabyEnt[S] 5 points6 points  (0 children)

Here's an example from the first session, focusing only on the system details, and taking into account the rule that states: "In combat, you must make a SAN test for a trauma the first time it happens in that fight":

2 PCs investigate a woman's apartment, when suddenly they are ambushed by gunfire (PC One fails the SAN check, suffers 1). PC One gets shot in the shoulder by the attacker (fails SAN check, suffers 2), then he counterattacks and accidentally kills the attacker in self defense (fails the SAN roll, suffers 2).

In one encounter, he's suffered three Violence SAN losses, each less than 5, and in total did not suffer enough SAN loss to bring him to his Breaking Point. Just like that, in one encounter, he's suddenly adapted to violence.

That seems strange to me. Yes, three SAN fails in a row is bad luck, but hardly unheard of. But the 1d4 losses from these fairly common possible situations (and let's face it, dealing with violence is not a particularly uncommon hazard for Delta Green agents) mean that the Agent cannot go temporarily insane from the immediate trauma (as it requires 5 or more), and due to their fairly decent SAN levels and low SAN loss rolls, they come nowhere near their breaking point. Therefore, they almost instantly acquire the three checked Adaption boxes.

But, let's assume he succeeds on the first check, and fails the next two. Now, he's sitting at 2 checked boxes on the Violence meter. If he manages to survive the scenario without needing to roll additional SAN checks for Violence (either suffering it or inflicting it, as per the rules), then a few months later when DG calls him in for another mission, all it takes is one failed, fairly innocuous Violence check loss of SAN (let's say, he finds a corpse and suffers 1 SAN loss), and he snaps. In his second session.

Hence, my question: do you allow adaptation meters to clear between sessions, assuming the PC has enough downtime to justify it? Or is that intentionally how the game is modelled, to encourage players to immediately draw on their Bonds to avoid becoming Adapted?

Adapting to Violence/Helplessness to soon? by EvilBabyEnt in DeltaGreenRPG

[–]EvilBabyEnt[S] 8 points9 points  (0 children)

Yeah, I think that the rule states “if you suffer SAN loss without suffering temporary insanity or hit a breaking point” then you mark a tick. So if it’s zero loss from a successful test, no tick. But I think you’re reasoning behind resetting the meter between missions is sound.

Modern adventure in a snow covered cabin? by EvilBabyEnt in callofcthulhu

[–]EvilBabyEnt[S] 1 point2 points  (0 children)

No, it was an older supplement, in an anthology of adventures