How do you manage "mini games" like Chases, or Dramatic Tasks like "run out the temple before the whole place...
How do you manage "mini games" like Chases, or Dramatic Tasks like "run out the temple before the whole place crumble down" or "defuse a bomb before it explodes" (ok, no bombs in Ironsworn, but you got the point...)
I feel both these kind of scenes could be played as Ironsworn play combats or journeys (ie. 10 boxes, every success brings you nearer to the success). But I think we miss some kind of "timer" that put pressure on the heroes. How to balance those kind of scenes? Also, how to manage Secure an Advantage kind of moves, in the timing frames?
I feel both these kind of scenes could be played as Ironsworn play combats or journeys (ie. 10 boxes, every success brings you nearer to the success). But I think we miss some kind of "timer" that put pressure on the heroes. How to balance those kind of scenes? Also, how to manage Secure an Advantage kind of moves, in the timing frames?
Hi, Andrea Parducci. Progress tracks are pretty hackable.
ReplyDeleteFor a mini-challenge such as a chase or debate, set a progress track with the usual 10 boxes.
Create a separate track with only 3 boxes. This is your move track.
Then, envision your approach and make Face Danger moves with an appropriate stat. On a strong hit, mark 3 progress. On a weak hit, mark 2 progress, but also mark a move box (instead of suffering a minor cost). On a miss, you make no progress, mark a move box, and must Pay the Price.
You may also Secure an Advantage before you Face Danger. Envision your approach and make the move. On a strong hit or weak hit, apply the outcome as per the move. On a miss, mark a move box and Pay the Price.
When your move track is full, or when you decide you're ready, roll the challenge dice and compare to your progress. Unlike a typical progress move, you may burn momentum on this roll.
- On a strong hit, you succeed unconditionally.
- On a weak hit, you succeed, but not without cost. You must Pay the Price.
- On a miss you fail, or your progress is undermined by a dramatic and costly turn of events.
Thanks. I hope this could be a spark, a prompt for an additional, maybe optional, mechanic for the game. PS: you remembered me that I keep forgetting the (very nice) rule to "close" a combat or a journey before fulfilling all the track. It's a cool touch to set the pace, betting on your already collected successes.
ReplyDeleteIt's actually already in my outline Andrea Parducci as part of the options section.
ReplyDeleteAnd, yeah, closing out a project track early provides you with a risk/reward mechanic and gives you greater control over the narrative. It's not necessary to slog through all 10 boxes, and weak hits on progress moves tend to generate story.