<+michael_addison> Hi, I am Michael Addison, designer and owner of Nerdy Pup Games. The Curse of the House of Rookwood is a gothic horror tabletop rpg about a cursed family with supernatural powers. You play as members of the family whose relationships are haunted by the skeletons in their closets — dark secrets, past mistakes, bitter rivalries, and the like.
<+michael_addison> Rookwood is our first published roleplaying game, and I am pleased to say it has just hit its funding goal on Kickstarter! (done)
<~Dan> Thanks, michael_addison! The floor is open to questions!
<~Dan> First of all, let me congratulate you again for funding. 🙂
<+michael_addison> Thanks so much!
<~Dan> Does the game literally take place in one house, or is a “house” in terms of a family?
<~Dan> (Welcome to #randomworlds, MaxCaliberGames!)
<~Dan> ( MaxCaliberGames: Checking out the place based on my Q&A invitation? )
<~Dan> (Welcome to #randomworlds, Binh!)
<+MaxCaliberGames> I’m in the UK so times are a bit odd for me
<~Dan> (Great! A Q&A is in progress at the moment. Fire away with any questions! If you have any questions for me about the Q&As, you can join me in #randomworlds2.)
<~Dan> (wb, JamesGillen!)
<~Dan> (wb, Binh!)
<+JamesGillen> This server is getting issues
<~Dan> Yeah, slow netsplit, it seems. wb, michael_addison, MaxCaliberGames!
<~Dan> michael_addison: Did you see my “house” question before the netsplit?
<+michael_addison> Yes. I’ll re-type my answer.
<+Binh> What was the question? I just arrived.
<+michael_addison> The house in the title has two meanings. First is the family, the “house” of Rookwood. Second, your family has a literally house, the Rookwood Manor, which is an important asset to the characters. During game set-up, you define unique features for your manor, such as hidden passages, an armory, or an occult library. (done)
<~Dan> So I take it that it’s meant to be a literal home base (as opposed to the focus of the action)?
<+michael_addison> Right, it’s meant to be the home base of the family. Your adventures might focus on the house, or take the family far afield, depending on your campaign concept. (done)
<~Dan> Is the family meant to be a bunch of backstabbers wrangling for power, or are they meant to be more of a united front against Evil?
<+Binh> Ideally, the house would almost be another character. It’s not just where you sleep. It has its own personality. Like the Millennium Falcon isn’t just transportation.
<+michael_addison> It’s entirely up to the players whether their family gets backstabs or gets along. You are “playing to find out”, and a big focus of the game is the question of whether the family will put its skeletons to rest peaceably or bury them in shallow grave, so to speak. (done)
<+Binh> They might want to get along, but their issues get in the way.
<~Dan> Can you say a bit about the supernatural in this setting? What sorts of powers do the PCs have, and what sorts of things are they up against?
<+michael_addison> Brian, do you want to take this one? 🙂
<+Binh> The powers are bad on a theme more than a specific mechanism. For example…
<~Dan> bad = based?
<+Binh> Yes. I’m on a phone
<+Binh> If you have power over statues, you can animate them or see through their eyes, etc. But it’s not because you have telekinesis and can move anything. Your power is statues.
<~Dan> I see… And how broad can these powers be?
<+Binh> There are a lot of examples in the book for powers based on different Gothic themes : crows /ravens, statues, wrought iron, shadows, mist, and so on.
<+Binh> Ideally, each power should be useful in more than one way, but not a universal solution to any problem
<~Dan> Is it a matter of a negotiation between the player and the GM?
<+Binh> The results are based more on the effects than on the mechanism by which the effect occurs.
<~Dan> Binh: How far do you take that idea, though? I mean, surely there are limits to what various themes can accomplish, correct?
<+Binh> I think it was Feng Shui where I first saw this idea. If you want to shoot two mooks in a Hong Kong gunfight, the difficulty of that is based on eliminating two mooks and not on how you do it.
<+Binh> Just shoot, bang bang. Or dive through the air firing two pistols while doves fly around you? Same difficulty.
<+Binh> It’s mostly down to negotiation between the people at the table, soffit
<+Binh> Not soffit
<+Binh> It’s mostly down to negotiation between the people at the table, although there are some rules for generating a result that is more objective
<+Binh> For example, if you want to make a cloak of dark shadows around you and roll 3 successes, you can say you have 3 Bonus Reserves in your cloak of darkness.
<+Binh> Those can be spent as a resource for things like “I’m harder to hit because they can’t tell exactly where I am”
<+michael_addison> In terms of rules, a power is limited by what makes sense in the fiction. For a given die roll, the player and GM determine the stakes of a roll. Risks and Rewards, things that could go right or wrong. When you use your power, you get to roll more dice, and therefore claim more Rewards and cancel more Risks. It’s up to the player to narrate how that looks.
<+Binh> How many reserves you can get are based on the dice, but what things you can spend them on are up for negotiation.
<~Dan> I see. Cool.
<~Dan> Oh, and who/what are the adversaries?
<+michael_addison> Brian has researched a bunch of fantastic creatures, cults, and forces from folklore. Brian, wanna tell them about a couple of your favorites?
<~Dan> (wb, Drew!)
<+Binh> There are a lot of them. If you wanted, you could do a monster of the week campaign.
<+Binh> Or you could pick one group and keep them as the main antagonist for a campaign
<~Dan> Interesting! How large is the bestiary?
<~Dan> (Howdy, Woo77!)
<+Binh> I haven’t seen the final layout, but Mike could probably estimate the page count there
<+michael_addison> It’s mainly creatures from British or European folklore. The rulebook has about 40 pages of antagonists.
<~Dan> Very respectable!
<+Binh> I can’t open my document right now, but if the top of my head there were ghosts, bogeymen, sorcerers, werewolves, vampires, human cultists, undead, and more.
<~Dan> In what time period does the game take place?
<+Binh> I tried to include 3 to 5 variations of each
<~Dan> Binh: Awesome.
<+michael_addison> You can set the game in any time or place, but I typically default the game to Victorian England.
* ~Dan nods
<+Binh> The great thing about the legacy campaign is that it can span centuries and continents.
<+Binh> You might start off in Regency England then move to the American old west then Europe between world wars
<+michael_addison> We have rules for setting the game in different eras in British history, from the English Civil War, through Regency and Victorian eras, to 20th century eras like Noir 1920s, WWII during the Blitz, or conspiracy-laden 1990s.
<+Binh> You can stay in one place and advance through history, or you can move around the world between generations
<~Dan> What sorts of rules do you mean? Or would it be better to talk about the overall system first?
<+JamesGillen> So it’s Downtown Abbey meets Call of Cthulhu
<+Binh> I usually think of it as the family drama and powers of the Incredibles but dressed up as the Addams family
<+michael_addison> Yeah, let’s talk about the system a bit.
<~Dan> Do you view their powers as being as powerful as superpowers?
<+michael_addison> They definitely can be.
<+Binh> They can be very powerful, but you can’t really use them too much so they have to count
<~Dan> I see.
<~Dan> Before we get into the system, do you have a character sheet that you can share?
<+michael_addison> Every time you use your power, you risk gaining a Mark of your Curse — a physical manifestation of your curse that makes you appear inhuman. If you gain too many Marks, you are lost to your curse.
<+michael_addison> Sure, should I just drop the link right here?
<+Binh> Using your powers is kind of the nuclear option.
<~Dan> That should work, yup, michael_addison.
<+michael_addison> (Link: https://img.itch.zone/aW1hZ2UvNDUwNTA4LzIyODE0MjgucG5n/original/1Fu4uK.png)https://img.itch.zone/aW1hZ2UvNDUwNTA4LzIyODE0MjgucG5n/original/1Fu4uK.png
* ~Dan looks it over…
<+Binh> If you have fire powers and you’re fighting a vampire, you’d want to try stabbing it with your sword cane before launching fireballs from the candelabra
<~Dan> Okay, I’m not sure what font that is, but the word “Bones” first looked to my frequently juvenile mind as “Boner”.
<+JamesGillen> heh ehhuheheheh
<+Akyla> oh I liked the simplicity
<+michael_addison> Each character has three Traits: Brawn, Guile, and Weird. You get five dice to split between those traits. You also get three Assets — skills, belongings, or relationships specific to your character. Your Curse is entirely descriptive. You can make up your own, or use one of the ones provided in the rulebook.
<+Akyla> PBtA inspired?
<+michael_addison> When you want to do something where the outcome is unclear… (rules explanation forthcoming…)
<+michael_addison> Akyla, not exactly.
<~Dan> Sounds more like Ghostbusters so far, kinda…
<+Binh> Assets are somewhat like Fate Aspects. You can use them to get a bonus for situations where they apply.
<+michael_addison> You and the GM set the stakes for a dice roll. What do you hope could happen? Those are Rewards. What do you fear could go wrong? Those are Risks.
<~Dan> michael_addison: To whom was that “Right!” directed? 🙂
<+Akyla> I see it’s not, but it’s got the relationship links and some of it reminds me of the cursed steps of the Doomed from Masks is why i ask
<+michael_addison> Then you decide how much effort you want to put forth. Normal effort lets you roll one die from your pool of 5. Extraordinary effort lets you roll two dice from your pool, but rolling doubles causes you to lose a die from your pool. Supernatural effort, using your power, lets you roll three dice. On doubles you lose a die and gain a Mark of your curse.
<+michael_addison> Any dice that come up 4 or higher are successes, you spend them to either gain a Reward or cancel a Risk.
<~Dan> Can I pause you there for a moment?
<+michael_addison> If you roll dice whose trait matches what you are trying to do (Brawn to smash down a door, Guile to outwit a police constable, Weird to negotiate with fairies), any 6s count as two successes.
<+michael_addison> Sure. (done)
<~Dan> Okay… So when you say that you get to roll one die from your pool of five, is that die used up somehow?
<~Dan> I’m not following the advantage to having a trait at higher than one.
<~Dan> (Howdy, Trug!)
<+Binh> You can have a Trait of 0 if you want
<~Dan> (Trug: (Link: https://www.kickstarter.com/projects/nerdypupgames/the-curse-of-the-house-of-rookwood?ref=nav_search&result=project&term=the%20curse)https://www.kickstarter.com/projects/nerdypupgames/the-curse-of-the-house-of-rookwood?ref=nav_search&result=project&term=the%20curse )
<~Dan> (Trug: #randomworlds2 open for general chat as well.)
<+michael_addison> Having more dice in a trait just means you have more that will give successes on a 6 when you are doing something that fits that trait.
<+Binh> If you have Brawn 5, you can still roll dice for Guile and Weird type actions, but you don’t get the advantage of extra success on a 6
<+michael_addison> If you are using normal effort, you aren’t risking any dice, but you also aren’t likely to get many sucesses (one or two at most).
<+michael_addison> If you use extraordinary effort or supernatural effort, then you risk losing dice from your pool of 5 if you roll doubles.
<+Binh> Rolling one die is safe. Rolling more means a chance of doubles. If you roll doubles, you lose one of the dice (but successes still count)
<~Dan> I may be a bit dense this evening… Can I see if I have this down?
<~Dan> For example, let’s take the hypothetical guy with Brawn 5, Guile 0, Weird 0.
<+Binh> As I used to say when I was a teacher, explain it back to us so we can see if you understand
<~Dan> Now, he’s going to take an action that applies to Brawn.
<~Dan> Does he only roll 1 die for Brawn?
<+michael_addison> You would need to decide how badly you want to succeed at your roll.
<~Dan> Okay… So he could roll up to 5 dice on this task?
<+Binh> 1 die of any trait for normal effort. Brawn would be more effective
<+michael_addison> You can roll 1 die, no risk of losing it, but at most you will get two successes (one of 4 or 5, two on a 6).
<+michael_addison> You can roll 2 dice as extraordinary effort. You now have more chances to get successes, but if you roll doubles, say two 4s, you will lose a die from your pool.
<+Binh> You roll 1, 2, or 3 dice depending on the effort. 3 is for supernatural stuff (Rookwood curses, sorcerers with magic, vampire powers)
<~Dan> Okay… So what is the advantage of having a score of 4 or 5 if you can only roll 3 dice?
<+michael_addison> If you lose dice from doubles, you still have more dice of that trait for future rolls.
<+Binh> If you lose dice, you still have some left in that trait
<+michael_addison> jinx 😉
<+Binh> You owe me a coke
<~Dan> Ah, I see… So what would our dude with Guile 0 be able to roll?
<~Dan> (Howdy, Lee!)
<+Binh> He could roll 1, 2, or 3 dice like any other roll, but he wouldn’t get any extra benefit from rolling 6s
<+michael_addison> He’d still be able to roll those Brawn dice for clever, Guile-ish actions, but they would only give one success on a 4, 5, or 6, no extra success on a 6.
<~Dan> (Howdy, QTGames!)
<+QTGames> Hi Dan! All!
<~Dan> ( michael_addison, Binh, meet QTGames, tomorrow’s guest. 🙂 )
<~Dan> Okay, I think I’m getting this now…
<~Dan> Sorry to be so slow.
<+michael_addison> Great! Ready to hear about Assets?
<+michael_addison> No worries.
<+Binh> Traits are more like specialties
<+Binh> If you have 5 dice, you have 5 dice. But if you have 5 Brawn dice, you’re noticeably better at brawn actions
<+Binh> Some monsters also preferentially affect our are affected by some traits.
<+QTGames> Sorry, what dice sizes?
<+michael_addison> Assets are descriptive skills, belongings, or NPCs that you can use to help out a roll. You can either spend them before you roll and get an automatic success, or spend them after you roll to add extra dice to a roll (which goes beyond the usual 1-3 dice limit for a roll). Each Asset can only be used once per session.
<+Binh> Assets don’t go away when you use them, but they only give you a dice bonus once
<+QTGames> How often does it refresh?
<+michael_addison> Right, can only be used *as a bonus* once per session.
<~Dan> So… would the advantage to spending Assets after the roll be that you could get an extra success on a 6?
<+Binh> If you have an occult library, you can always use it to make rolls to research stuff, but only one roll can benefit from the extra Asset bonus.
<+Binh> Refreshing spent dice are where the Desire and Skeletons come in
<~Dan> So… if you have a gun, you can always make a ranged attack, but you only get the Asset bonus once?
<+michael_addison> Yes, you could get that extra success from rolling. Also, you might need to mitigate a bad roll after the fact.
<+Binh> Yeah. You can always shoot, but you’ve only got one “I automatically hit”
<+michael_addison> So save it for a dramatically appropriate moment!
<~Dan> So what happens if a PC who didn’t have a gun as an Asset picks one up? He can just make ranged attacks now, but no Asset bonus?
<+QTGames> 🙂 And how useful is 1 hit? I assume you also mean it as a success for doing activities other than combat. But how many hits are needed to accomplish something like combat?
<+Binh> Yes. It allows normal actions, but the asset would allow the bonus.
<+Binh> Assets should be useful for more than one thing.
<+michael_addison> Correct. From a rules perspective, the story goal of shooting a bad guy is what is important. You set your stakes, and you roll to see which stakes you can claim. Whether you shoot a gun, throw a brick, or call forth a swarm of ravens is just color within the story.
<~Dan> (Howdy, RayM!)
<~Dan> (RayM: How is that working on your phone?)
<+RayM> (Seems to be going well so far!)
<+Binh> “I have a gun” isn’t a great Asset, but “Officer of Her Majesty’s Royal Lancers” would allow a bonus to shoot a pistol, ride a horse, or look good at a formal occasion where you wear your dress uniform.
<~Dan> Ah! I see. That’s cool.
<~Dan> In that sense, this sounds a bit like Over the Edge.
<+QTGames> That is pretty cool. How are those things defined, an agreement between player and GM or are they detailed somewhere?
<~Dan> With the generalized Assets, I mean.
<+Binh> Ideally, an Asset should have an obvious benefit in two or three different types of scenes, but not in every scene.
<+QTGames> How is that managed/arranged?
<+michael_addison> Yes, Assets are negotiated during character creation between player and GM.
<+QTGames> Ah, okay. Cool.
<~Dan> (wb, RayM!)
<~Dan> So how does combat work?
<+Binh> There are several examples in the book, with guidelines to not make them too narrow or broad
<+michael_addison> The rules offer a bunch of examples for Assets.
<+QTGames> I’m sure that’s helpful to have.
<+michael_addison> Combat is no different than any other type of scene in the game. If you’ve played Monster of the Week or other PbtA, it tends to flow a lot like that.
<+QTGames> So, it sounds like there is quite a range for power level of sorts, based on agreements between player and GM.
<+michael_addison> Players say what they want to do, the GM and the players set stakes, then roll and see what happens.
<~Dan> So do NPCs not have actual stats?
<+michael_addison> Yes, definitely. We give a lot of examples in the rules of what powers can do and what makes a good Asset, to help normalize expectations for new players.
<+QTGames> Yes, I would think that’s important, so one player doesn’t feel like another player is too powerful in comparison.
<+michael_addison> Some do. Each antagonist has traits and special abilities that the GM can make use of, but the game fails gracefully to completely descriptive play, too.
<+Binh> Important NPCs have stats like PCs but not always with 5 dice. Some are weaker or stronger than PCs
<~Dan> How would an antagonist use a trait?
<+Binh> Antagonists roll 1, 2, or 3 dice depending on the level of effort, same as PCs.
<+Binh> 3 dice is only for supernatural effort, though
<+QTGames> I’m liking the Safety system. I can see some kids maybe feeling awkward about using it, but not all, and I’m sure there are times when adults would use it. It’s nice and clean and simple.
<~Dan> But all rolls are “self-test”?
<+michael_addison> I have run sessions of the game at conventions where the safety tools listed were absolutely needed.
<+QTGames> A nice inclusion!
<+QTGames> I might have missed something re the rolls. How do your target’s abilities affect your success?
<~Dan> In other words, are characters able to roll against each other?
<+Binh> Most rolls are just “I want to get this result and avoid these results”. Sometimes you can interfere with each other.
<+RayM> What is the Safety System?
<+QTGames> Holding up a card to show you want the story to change directions because it’s making you feel uncomfortable, and the opposite.
<+Binh> There are Rewards for opposed rolls, such as “You can do it faster” when two characters are doing mutually exclusive actions and you need to know who goes first
<+michael_addison> (Link: https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit)https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit
<+QTGames> How are those rewards handled?
<+Binh> They are set as stakes for the roll, like other Risks and Rewards
<+QTGames> Sorry. I meant like in the case of who goes first? How is that determined using rewards?
<~Dan> So are combats all resolved with one roll? Would a player state that his PC is going to stake the vampire, and he either does or doesn’t?
<+QTGames> Is that based on an asset?
<+michael_addison> You are spending your successes to claim the Reward. If I spend one success towards “do it faster” and you can spend 2, you’re going to go first.
<+QTGames> Ah, thanks
<+michael_addison> Dan, it depends. 🙂
<~Dan> Hmm… Well, how would incremental damage be handled, then?
<+Binh> If two characters are competing to beat each other, then “you could do it faster” is one of the rewards for the roll. Whoever puts more successes toward that reward will be faster, but that means less successes for other things like achieving the action or avoiding a risk.
<+michael_addison> If you want to narrate blow-by-blow, you can. If you want to say, Uncle Reginald goes into the warehouse and clears out a vampire nest, how does he do? You can do that as a single roll.
<+QTGames> So, both Chronicler and players decide together what will be focused on to what extent?
<+Binh> Yes, before the roll, they set the stakes and the scale of the action.
<~Dan> So how would you resolve Uncle Reginald fighting a vampire who’s going to fight back, system-wise?
<+QTGames> If the GM intended for that warehouse to be a multi-layered event with various surprises or clues given, etc. how is that handled if the player wants to just do 1 roll, not knowing any better?
<+Binh> The Chronicler would set that in the stakes of the roll.
<+QTGames> i.e. some “rooms” encounters might be throwaway, while others have a lot more nuance and complexity. Who decides and how is it handled to do that?
<+QTGames> So, the Chronicler would simply describe that more is going on in a way that would elicit rolls for individual aspects of the scene?
<~Dan> QTGames: In other words, who decides how generalized a given task will be?
<+QTGames> Okay, so you said it in fewer words. You’re the master, Dan!
<~Dan> Not my first rodeo. 😉
<+QTGames> Players often don’t know when something is a throwaway encounter or an extensive one. That’s why I was asking.
<+Binh> If the player says, “I want to sweep the warehouse for vampires and kill any I find”, the Chronicler could set stakes like “ok, you could kill the ghouls hiding in there, but one might get the drop on you and hit you”.
<+Binh> So, one quick roll for “kill all the vamp mooks” and “don’t get hurt”
<+QTGames> Gotcha. Then the Chronicler would unfold more of the story as the player resolves part of it.
<+Binh> If the Chronicler planned for more detailed encounters, it could be broken down more
<+michael_addison> Like many RPGs, it’s a conversation between the players and the GM. If the players are interested in more detail, that will result in a more detailed scene. If the players want to brush through it (as per Brian’s example), the GM accomodates that.
<~Dan> One thing I’m still unclear about is what form injury takes. It seems like combat is all-or-nothing.
<+Binh> “OK, when you enter the warehouse, you could kill the sentries by the door, but they might raise an alarm”. Then further scenes and rooms progress from there
<+QTGames> I see.
<+michael_addison> For a PC, they are out of the story if they run out of dice in their pool. You can lose dice from rolling doubles and describe that as injuries. If one of the Risks is “you might get hurt”, that can cause you to lose dice to represent those injuries too.
<+Binh> You can stretch out or or condense it on the fly.
<~Dan> So the sentries will automatically be killed, but a failure results in an alarm?
<~Dan> Ah! Gotcha, re: injuries.
<+QTGames> And how does the character die?
<+Binh> Hitting in combat usually has “you could do damage” as a reward that you can spend successes on
<+michael_addison> For an NPC, some creatures might just take one success to defeat. More important creatures might be tougher. A player could choose “I hurt it” as Reward, rather than “I kill it”.
<+QTGames> Are there write ups for any of the creatures?
<+QTGames> Great. Sorry – super quick backing way up. You use 5 dice to assign to the character. Is there ever any more dice added to represent an improvement somehow?
<+michael_addison> QTGames Death is entirely up to the story. If you fall from a 100 foot cliff, that’s probably going to kill you. There are fates far worse than death in the game — being consumed by your curse — so the game does not have a hard PC death rule.
<~Dan> So a monster could lose dice from a PC attack?
<+QTGames> Anyway to come back as a ghost/spirit afterwards?
<+QTGames> If you died? Not saying there should be. Just with the theme, I was wondering
<+Binh> There are ways to come back actually
<~Dan> I’m guessing that aside from Assets, weapons don’t really matter?
<+Binh> Being “taken out” might mean “killed”, but it could also be “completely withdrawn and barricaded in the bedroom in a fit of existential ennui” or “crawled into a bottle and never planning to come back out”
<+michael_addison> QTGames Regarding character improvement. We haven’t talked about Skeletons yet. The main mechanism for recovering dice to your pool is by bringing your Skeleton — the complications haunting your relationships — into play. If you are able to reconcile your relationship problems, you gain an additional Trait die.
<+QTGames> Not that there should be a way to “win” in your game, but what milestones are present to enable a player to get a sense of progress. I assume it’s all story-based, no actual rewards/improvements to the character’s abilities, or?
<+QTGames> Sounds like it can get pretty scary Binh!
<+Binh> Your family can do an intervention to haul you out of an opium den, but if you died, a relative with a curse that let’s them talk to ghosts might let you hang around and do Guile and Weird actions from beyond the veil
<+QTGames> michael_addison. Nice!
<~Dan> Oh, you mentioned sorcerers as adversaries. How does their magic work in system terms?
<+QTGames> Very interesting.
<+michael_addison> QTGames, your relationships are the main way that a character has a sense of progress. We’ve talked a lot about combat, but honestly it’s the family relationships that are the heart of the game.
<+Binh> Magic powers generally work like the Rookwood curses, but sometimes with less side effects
<+QTGames> Right. Just trying to get a sense for different aspects of the game. Combat is often a difficult aspect of an rpg to understand, so more questions are asked. I can see how it’s not really that different from social encounters.
<~Dan> Ah, so a bit on the hand-wavey side?
<+Binh> Some of them have more specific effects.
<~Dan> Do you have write-ups for some of their specific spells?
<+Binh> There’s one group where the low level initiates have magic spells as Assets. They can spend them as one-shot abilities. The masters have a curse that lets them do those things as often as they want as long as they don’t roll too many doubles
<+michael_addison> Here’s a sample antagonist from the book (hopefully this links okay): (Link: https://drive.google.com/open?id=1_4DTaNeqKKzF3LRhmoIhtrEjmAK5icur)https://drive.google.com/open?id=1_4DTaNeqKKzF3LRhmoIhtrEjmAK5icur
<+Binh> That’s an example like I just mentioned
<+QTGames> If you are doing a curse and have less than 3 dice to roll for Gift, does the Chronicler basically completely decide how it plays out because of that lack?
<+Binh> If you don’t have 3 dice, you can’t control it.
<+Binh> There are other ways to soak damage than just losing dice. Losing dice is the easiest, but sometimes you need to make other sacrifices to keep access to your powers
<~Dan> Oh? Like what?
<+michael_addison> Bringing your Skeletons into play restores dice to your pool. If you want to use your power and lot and do cool things, we want players to engage with their family troubles and bring their secrets into the light.
<+Binh> You can sacrifice Assets or accept more Marks from your curse
<~Dan> Ah, I see.
<~Dan> Before we wrap up, is there anything we haven’t covered that you’d like to mention?
<+Binh> Ideally, you should be rolling 2 or 3 dice for everything, losing dice to doubles, then playing out some friction in the family to “recharge”
<+QTGames> Binh, sorry, I meant when you don’t have control over your curse, is it then completely in the hands of the Chronicler, or do you have any other way of guiding its outcome?
<+Binh> I’m not clear on what you’re asking
<+michael_addison> Sure! One of the coolest parts of the game is that you can play multiple generations of the same family. At the end of a story arc, the final outcome of your Skeletons determines whether the family situation improves or worsens, in terms of family resources (basically shared Assets).
<~Dan> Ah! Nice touch!
<+QTGames> I do like that you can do that in the game (multiple generations!)
<~Dan> QTGames: I *think* the answer to your question is that you couldn’t do a curse in the first place with less than 3 dice. Is that right, guys?
<+michael_addison> QTGames, to clarify, you can’t use your power if you don’t have 3 dice to spend. Did you have anything to add to that, Brian?
<+QTGames> @Binh – I was just reading about cursing someone and it said you have no control if your Gift is too low. That’s all.
<+QTGames> Okay. Thanks for the clarification.
<+Binh> Your curse marks are always there causing problems, but you can’t turn the curse to your advantage and use your gift if you don’t have 3 dice to roll
<~Dan> Any other final thoughts or questions?
<+QTGames> Maybe after I dig into it more, but it sounds like you guys have a pretty cool game going here. Thanks for going over things!
<~Dan> As always, if you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at (Link: https://www.ko-fi.com/gmshoe)https://www.ko-fi.com/gmshoe . Anything’s appreciated!
<+michael_addison> Thanks Dan!
<~Dan> Thanks for joining us, guys!
<+QTGames> Best of luck, Michael, Brian!
<+Binh> The heart of the game is the feedback loop between losing dice by using your powers and gaining them back by dealing with family stress
<~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂