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gang_hit_points [2016/10/27 11:11] davegang_hit_points [2016/10/27 11:12] dave
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 //NEW IDEA: instead of hit points, why don't we rate a gang's power by how many districts they have?  It is true that not all districts are created equally.  However, we should be able to allow PCs to clear a single district in one or two game sessions.  That should be the bar in my opinion.  Want to take out a gang?  Clear that district. // //NEW IDEA: instead of hit points, why don't we rate a gang's power by how many districts they have?  It is true that not all districts are created equally.  However, we should be able to allow PCs to clear a single district in one or two game sessions.  That should be the bar in my opinion.  Want to take out a gang?  Clear that district. //
  
-I think that 1-2 game sessions is optimistic for wiping a gang out of a district.  I think the way to bust a gang is to get people to think that they're losers, so it's overall gang attrition, not localized turf war that breaks the gang.   But, we can set a fixed condition for each gang  (e.g., Wound Ravens: become disordered if Father, Son and Holy Ghost eliminated at once, disband if 5 crew chiefs eliminated while disordered).+**I think that 1-2 game sessions is optimistic for wiping a gang out of a district.  I think the way to bust a gang is to get people to think that they're losers, so it's overall gang attrition, not localized turf war that breaks the gang.   But, we can set a fixed condition for each gang  (e.g., Wound Ravens: become disordered if Father, Son and Holy Ghost eliminated at once, disband if 5 crew chiefs eliminated while disordered).
  
 What I want to avoid is doing gang demographics, that's a rabbit hole that leads only to madness. What I want to avoid is doing gang demographics, that's a rabbit hole that leads only to madness.
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 The reason I was pushing hit points is that I was thinking that most of the adventures will take the form of a gang or super criminal springing a plot on the city and the heroes responding.  They will incidentally do damage to gangs in response.  Hit points for gangs gives us a way to track that and then maybe suggest some pro-active moves on the players' part. The reason I was pushing hit points is that I was thinking that most of the adventures will take the form of a gang or super criminal springing a plot on the city and the heroes responding.  They will incidentally do damage to gangs in response.  Hit points for gangs gives us a way to track that and then maybe suggest some pro-active moves on the players' part.
  
-I've come to accept that as much as I am enamored of the idea of player-driven sand-box action,  in reality, the players sit on their thumbs waiting for something to react to.   They don't make long-range plans, they don't set role-play goals for themselves, they don't think much about the game between sessions.  So, this campaign, when I run an adventure, it's going to start with something big to react to and run its course from there.   Maybe, just maybe, if they see that the Wound Ravens have taken 75 hit points of damage, they'll for once say--hey, next time let's actually go get those guys and finish them off, if not, it's a small investment on our part.+I've come to accept that as much as I am enamored of the idea of player-driven sand-box action,  in reality, the players sit on their thumbs waiting for something to react to.   They don't make long-range plans, they don't set role-play goals for themselves, they don't think much about the game between sessions.  So, this campaign, when I run an adventure, it's going to start with something big to react to and run its course from there.   Maybe, just maybe, if they see that the Wound Ravens have taken 75 hit points of damage, they'll for once say--hey, next time let's actually go get those guys and finish them off, if not, it's a small investment on our part.**
gang_hit_points.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1