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Post by cambanks on Oct 30, 2010 20:23:54 GMT -5
You have to remember the source material we're basing this game on. Clark can never be persuaded, bullied, or beaten into revealing who he really is, that he has powers, etc. Otherwise it would have been a very different show. No, people only Give In when they don't want to get Stress, which impairs them and keeps them from doing what they want to do. That's why it costs you a Plot Point to Give In after the first exchange of rolls. If you're going to react to another player picking up the dice, you need to be sure you want to risk that Stress. And, don't forget, getting Stressed is good for you. It leads to Growth, which is how you get better. But this isn't a game where you can beat the truth out of anybody, not unless they want it. I'm familiarizing myself with the rules, and I hit on what I think is a pretty major limitation. Due to the fact that if you never "give in" in a confrontation, you become "stressed out" instead... doesn't it automatically behoove you to never ever "give in" in a social situation if you're the only person who can reveal certain information. There are only two people in the scene. It pretty much ends automatically when you "stress out" and leave the scene, leaving the person without whatever information they were after, and no other way to obtain it.
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Post by WildKnight on Oct 31, 2010 6:54:05 GMT -5
Alright, I'll buy that. Thanks.
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Post by mcr on Oct 31, 2010 17:05:58 GMT -5
Picked this up fairly recently . I'm in concurrence with most of the glowing reviews out there, even if, on first glance, I was overwhelmed by the depth of the system.
May be tempted to use its material at some point. Lord knows I'm a fan of the DCU canon.
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Post by WildKnight on Oct 31, 2010 17:45:52 GMT -5
I'm trying to get a game started myself, in the recruitment section.
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Post by shenron on Nov 18, 2010 1:52:10 GMT -5
I might have to look into it. Never saw the show but I have heard good things.
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