tag:blogger.com,1999:blog-4491933635924780786.post879006722034497366..comments2023-03-12T03:07:50.202-07:00Comments on Spirit of the Blank: Supers: Heroic ConsequencesMike Olsonhttp://www.blogger.com/profile/11547961835994778883noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-4491933635924780786.post-51426639568875480612010-01-30T18:02:13.070-08:002010-01-30T18:02:13.070-08:00One concern: if minor heroic consequences aren'...<i>One concern: if minor heroic consequences aren't things the PCs have to worry about, what's the point?</i><br /><br />Well, just as with Minor personal consequences, because you run out of them. A Minor consequence taken in one scene means one less available later on. In the meantime, the PCs leave a swath of destruction in their wake. Unlike personal consequences, Minor Heroic consequences don't go away.<br /><br />Or maybe I should just cut out Minor Heroic consequences altogether and go right to Moderate. And add Extreme, too, so Heroic consequences would offer something personal ones don't.<br /><br />Yeah, that's what I'll do. Thanks!<br /><br /><i>My solution to this is to turn heroic consequences into plot consequences. Characters can take action during the scene to remove the consequence or continue the fight and let the consequence stand. The GM can use these consequences as currency to introduce plot twist/complications. Things that they will have to worry about!</i><br /><br />Yep -- that's pretty much how I intend to use them. Looking forward to seeing how this actually works in play in a couple weeks!Mike Olsonhttps://www.blogger.com/profile/11547961835994778883noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-25644017228588947072010-01-30T16:04:57.986-08:002010-01-30T16:04:57.986-08:00@Stuart
if minor heroic consequences aren't th...@Stuart<br /><i>if minor heroic consequences aren't things the PCs have to worry about, what's the point?</i><br /><br />My solution to this is to turn <i>heroic consequences</i> into <i>plot consequences</i>. Characters can take action during the scene to remove the consequence or continue the fight and let the consequence stand. The GM can use these consequences as currency to introduce plot twist/complications. Things that they <i>will</i> have to worry about!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-66508090271596382372010-01-30T13:55:33.743-08:002010-01-30T13:55:33.743-08:00This is brilliant.
One concern: if minor heroic c...This is brilliant.<br /><br />One concern: if minor heroic consequences aren't things the PCs have to worry about, what's the point? What sort of circumstances would enable you to tag or compel <i>Smashed Storefront</i>? If the answer is <i>none</i>, then it isn't really a consequence...Stuarthttps://www.blogger.com/profile/06319443832578685630noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-5226718792126737592010-01-28T14:32:50.835-08:002010-01-28T14:32:50.835-08:00BTW, gorilla villains? Circle takes the square!!BTW, gorilla villains? Circle takes the square!!Anonymoushttps://www.blogger.com/profile/16250749425368911284noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-1166493175452283852010-01-28T09:59:01.051-08:002010-01-28T09:59:01.051-08:00I also like this idea, consider it yoinked.I also like this idea, consider it yoinked.Morganhttps://www.blogger.com/profile/07992201292096231929noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-8991219090309506622010-01-26T23:05:29.462-08:002010-01-26T23:05:29.462-08:00Bah. Concession! The Blue Knight isn't about t...Bah. Concession! The Blue Knight isn't about to surrender to some robotic monkey with a chip on its shoulder!<br /><br /><i>In sunlit day,<br />In moonlit night,<br />No badguys will escape -- that's right!<br />Hey, you -- cut out that evil shite!<br />Concessions? Bah! I'm the Blue Knight!</i><br /><br />But yes, you're correct.Mike Olsonhttps://www.blogger.com/profile/11547961835994778883noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-29646888381978203342010-01-26T20:27:52.385-08:002010-01-26T20:27:52.385-08:00Awesome idea! In general, experimenting with conse...Awesome idea! In general, experimenting with consequences on "scopes" beyond the personal sounds like a great idea, and this scheme you've got here looks like it's fantastic for the genre.<br /><br />One nitpick, though: you forget that the Blue Knight has a fourth choice: he could offer a concession.George Austinhttps://www.blogger.com/profile/12978533835518319514noreply@blogger.comtag:blogger.com,1999:blog-4491933635924780786.post-87851690066678385842010-01-26T16:15:00.235-08:002010-01-26T16:15:00.235-08:00I like this!
It has some similarities to an idea ...I like this!<br /><br />It has some similarities to an idea I had a while back. While considering FATE's fractaly goodness, I was tempted to generate the session as a character, aspects, skills, stunts, consequences, that operated at he plot level. Your idea of allowing the characters to decide when to take a consequence on the plot may be the missing ingredient.<br /><br />They would then have to make the choice between their mission (capture The Big Bad) or spend their effort to clear those consequences (save the bystanders) before the end of the scene. At the end of the scene any remaining consequences become plot level aspects that the GM can tag or compel to inconvenience the players or be used as plot currency (cash in a major consequence for a major plot twist).Anonymousnoreply@blogger.com